#arma3_editor

1 messages · Page 60 of 1

acoustic yew
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are you in the eden editor

uneven leaf
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in the eden editor?

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not yet

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i havent started arma 3 yet

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wait

acoustic yew
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very cool

uneven leaf
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but like another question would be

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how do you make it so once the animation is over you can play

acoustic yew
uneven leaf
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for example

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go to 30 seconds in

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so you can see that the bar things around the screen disapear and you can move around

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actually

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could i voice call you and i screenshare and you help me out

uneven leaf
acoustic yew
uneven leaf
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i dont know the classname of it

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hold up

unborn dust
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how do i make someone start moving once my squad hits the trigger

hidden quest
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Im trying to make a jammer objective similar to some of the ones on the invade and annex servers, anyone know how to do it?

primal wave
hidden quest
primal wave
hidden quest
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Ya I was thinking of using the mobile radar structure cause it even has a wrecked version

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But i remember them having some sort of jammer trailer thing that looked the part

meager ridge
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Is there any easy way to make a custom virtual armory? something like selecting the available gear from the virtual armory interface so it is possible to preview the items etc easily.

prisma oyster
meager ridge
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yes, and that seems to be the best way so far. but would be nice if it was possible to preview the items easier and see which mod they are from etc at a glance.

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or if there is a easy way to automatically add all stuff from a specific faction so I can work from that list and trim it down

prisma oyster
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then a mod perhaps, but nothing off the shelf in vanilla I think

plain gale
potent grotto
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im using the hide terrain objects system and i'd like it to not effect objects above it, but there's only options to edit the width and length of the effect radius. is there a way to reduce the height radius? i've tried lowering the physical position of the system but that has no effect

acoustic yew
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this will allow you to select the terrain objects

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you should be able to accomplish this with a forEach loop in a game logic entity's init box

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_radius = 5;
_terrainObjects = nearestTerrainObjects [this, [], _radius];
{_x hideObject true} forEach _terrainObjects;
hidden quest
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What an easy way to have a task complete by just having blufor in the area? I thought having create task and set task state with a trigger would work.

Triggers set to type none
Activation game logic
Type not present

Condition
Blufor ;present

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Does this not work?

acoustic yew
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then just write this in the condition

hidden quest
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I did but the task always started completed

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On scenario start

acoustic yew
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was there blufor present in the area?

hidden quest
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Nope just a supply crate

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And some body bags

acoustic yew
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@hidden quest can you try the blufor activation method and write
copyToClipboard str thisList; in the "On Activation" field and paste in here?

hidden quest
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I put that in there

acoustic yew
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ok can you ctrl+v in here?

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it should have copied an array of objects that activated the trigger

hidden quest
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I dont think it copied anything

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I launched the scenario

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Task is completed

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I have a trigger on an object set to a task that works fine

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But getting a trigger to work by just being in the area is being wonky

acoustic yew
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it shouldn't be

hidden quest
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Both of mine are

acoustic yew
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can you add systemChat "Fired!"; to the activation field of the trigger

hidden quest
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Sure

acoustic yew
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also can you send me a screenshot of the trigger properties

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if it does not say Fired! in the chat then the trigger is not actually firing

hidden quest
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It may have copied something this time

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[zero] which is my player character variable name

acoustic yew
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that means the player character is activating the trigger

hidden quest
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But im not even close to it at start

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And its range is low

acoustic yew
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can you send me a screenshot of the trigger properties please

hidden quest
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20m h limit

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Okay I think the trigger is working fine

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So now im confused

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Cause when I remove the trigger logic the task isnt complete

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But when i have its logic it completes on start

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But the trigger only works when my PC gets into the zone cause I seen the chat message Fired! right when I entered

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For some reason set task state is ignoring my trigger and automatically setting the task to its state on start

acoustic yew
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did you connect it with sync or set trigger owner

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it should be sync

hidden quest
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Sync yes

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Okay I got it to work

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I had everything fine but the type was messing with it I guess

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Cause I had a QRF set to the same trigger on a hold waypoint with the trigger set to skip it

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For some reason that would also accomplish my task before engaging the trigger

hidden quest
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How do I end a scenario with completed tasks

magic sage
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Is there any method to disable the sound of the windmills other than: enableEnvironment false;

The audio remains after you've hidden the object from the map.

hidden quest
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Actually I think I figured it out

supple rampart
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How do I make the ai use the catapults in the USA freedom

warm plover
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I wanna set up a ambush for an op i am doing but idk how set one up plz help

acoustic yew
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You might want to be more specific

grizzled surge
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Anyone know how to make something spawn if someone dies? (specifically a jet if an officer is killed)

bronze peak
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Simplest way?

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Trigger. Condition !alive officer

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And a createVehicle array

unborn dust
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Can i make someone do two things at once

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in the Init box

prisma oyster
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be more specific

unborn dust
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nvm

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But how do i make it so a CIVILLIAN Vehicle starts driving once BLUEFOR hits the trigger

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??

prisma oyster
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waypoint synchronisation with this trigger

unborn dust
prisma oyster
# unborn dust How do i do that?

right-click > sync to > waypoint (or trigger, depends on where you started)
connect the two and the waypoint won't validate until the trigger is triggered

prisma oyster
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where did you right-click?

unborn dust
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on the vehicle

prisma oyster
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waypoint, trigger

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not vehicle

unborn dust
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Ok

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but how do i make the vehicle follow BLUEFORs vehicle

prisma oyster
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that's a different story
use JOIN waypoint

unborn dust
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and put that where

prisma oyster
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I have no idea what you want to do

unborn dust
prisma oyster
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it will move to it, then wait until the trigger is set off before proceeding to the next waypoint

unborn dust
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Ok

unborn dust
prisma oyster
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only the one on which you want the car to stop

unborn dust
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i dont get uit

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I need help

unborn dust
fair thorn
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Does anyone know the class names for the runway and/or service roads from Tanoa's Tuvanaka Airbase? (pic here: https://i.imgur.com/T9RSlFg.jpg). I am pretty sure they aren't in the Assets list, but figure I should be able to spawn them in using create3DENEntity as long as I know the class name for them.

fair thorn
# acoustic yew https://community.bistudio.com/wiki/nearRoads

When I try this, it returns [2229767: , 2229768: , 2229769: , 2229770: ], which seems more like the ID # for the road instead of the Class Name. 🤔 Without using Terrain Builder is there any way that I can see what the Class Name is for that ID?

acoustic yew
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that'll get you the model name

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oh this is what i was looking for

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typeOf

fair thorn
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I've tried TypeOf cursorTarget / typeOf cursorObject before, but it returns nothing. Either get NULL-object or just "". 🤷‍♂️

acoustic yew
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i dont think cursortarget is going to pick up roads

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@fair thorn

_classname = typeOf ((player nearRoads 50) select 0);
fair thorn
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🤔 Doesn't seem to work for me. Select 0 shows the ID, but typeOf still returns ""

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And yeah I guess cursorTarget isn't strong enough to detect roads. Not sure what would be.

acoustic yew
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they might not have a config class

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@fair thorn are you familiar with createsimpleobject

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one of the elements that getModelInfo returns is a model path

fair thorn
acoustic yew
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I think it needs to be defined in CfgVehicles to do that

fair thorn
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I was afraid that was the answer lol. I don't think they are. 😦

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I can try substituting them using createSimpleObject I guess but that's going to be a huge pain in the ass when it comes to alignment most likely. 😬 But thanks for the help either way. Hopefully one day Bohemia can add them to the Editor so stuff like that is possible. I have no idea why they aren't already a thing. 🤷‍♂️

acoustic yew
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does anyone have the path to the helicopter damage alarm sound?

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or where to find it

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browsing the config rn

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oh found it

vestal perch
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And roads are not meant to be placed in mission editor.

final cipher
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Hi, how do I chose a loadout for a mortar? I want it to have only flares and smoke and not letal ammo. It's a Podnos2B14

acoustic yew
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I don’t know how the mortar is configured, you probably just need to remove the magazines

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turret path should be [0]

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to get the classnames of the magazines

hot token
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Don’t know if this is the right channel but does anyone one used alive mod to create a faction and how do you put multiple factions and put them into arma?

runic pasture
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How do I do god forsaken respawns, I constantly spawn in the water

hushed raft
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How can I like watch the war using Arma 3 editor I don't want to play ?

karmic fjord
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Alright so I've got kind of a weird one tonight

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I'm building a secret underground research lab type of thing, and CUP has these nice static M134 turrets. What I wanted to do was make a ceiling auto-turret like you see in a lot of games that take place in those kind of locations (Half Life had them a lot if I remember right). This means I went and turned the turret upside down so that the tripod part was buried in the ceiling rather than just floating weirdly. The problem however is that even if I attach it to another object, and even if I control it myself, I cannot do anything while in the turret, it only gives me the option to "set up the tripod" which puts it right side up again

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Is there anything that could let me overwrite and allow the ability to fire a turret while upside down, or will I have to make due with regular old ground turrets?

karmic fjord
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barring that, does anyone know of a code that would let me hide the tripod so I can have it right side up without the tripod just sticking out there? I've been looking for something for the last 45 minutes about where I can find textures and model parts and I keep getting all kinds of things that I can't use

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I tried using setting the textures, but none of them seem to be doing anything, and I can't find the textures for the model, and I thought I'd found something to hide model parts and a list of all named model parts before, but now I can't find it anywhere

karmic fjord
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unless I'm just completely overlooking it

acoustic yew
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guess there might not be

karmic fjord
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I don't.. see one?

acoustic yew
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sorry, thought I remembered hiding a tripod with animate

karmic fjord
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no problem, thanks for the response. This is just doubly frustrating because I know I've seen something to do this thing before and I can't find it now

acoustic yew
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I assume setObjectTexture doesn’t work with the static

karmic fjord
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I've tried that, yeah, haven't had any luck yet

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of course I may just be doing it wrong because I'm dumb, I don't really know

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right now I'm trying this setObjectTexture [3, ""];
have tried everything between 0-3 so far, not having any luck with anything

tender remnant
rose drift
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I use this script to delete katyusha(K9)and its crew: {K9 deleteVehicleCrew _x} forEach crew K9;
deleteVehicle K9; but it does not work, after testing I think might because the type of Katyusha used is driverless type. But I need this type of katyusha for it give me fire mission in the missions. I would like to delete them after fire mission to enhance FPS performance. Any Ideas?

small patrol
acoustic yew
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(alt syntax)

small patrol
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That tho

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(Just realized wiki states wrong code)

prisma oyster
small patrol
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Isn't it? Thought it is in the first glance, on my phone

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(deleteVehicle)

prisma oyster
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(not *crew?)

small patrol
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(well this sugest my glance not reliab)

prisma oyster
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(you work 100% fine 95% of the time ❤️)

rose drift
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the original script is fine, but it does not work for a driverless vehicle

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and may I ask is "respawn_guerrilla" in empty marker no longer working in Multiplayer mode?

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oh, I think I misspell it.

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"respawn_guerrila" is the correct one

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some one please help me delete driverless vehicle and crew

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WP method is not working in this case

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anyway related to set up time?

prisma oyster
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did you name the vehicle K9?

rose drift
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yes, I did

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i tested it already, script is good in normal type of vehicle, the one with driver

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but for the type without driver, putting script in WP is not working.

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anyway I could trigger that using some kind of time setting?

prisma oyster
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I don't think the WP thing is the issue here

rose drift
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WP for waypoint

prisma oyster
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yes

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try on an empty VR terrain, using the debug console in the editor

rose drift
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I would like to delete them cause there is 8 Katyusha in my mission

prisma oyster
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try the script on an empty terrain to check if the code, the waypoint or something else is the issue

broken pond
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Having a spot of difficulty, I'm making a mission to be run on a dedicated server on which we have ace installed.

I have a supply box with the variable name arsenalBase, and another supply box with the following in it's init

this addAction["<t color='#FFFFFF'>Open Ace Arsenal</t>", {params ["_target", "_caller", "_actionId", "_arguments"]; [arsenalBase, _caller] call ace_arsenal_fnc_openBox},nil,10,true,false]; 

This works and all players can access the ace arsenal limited to the items contained within the arsenalBase supply box from the second supply box.

The problem lies in that I've got a support module working that has a supply drop call, and in the "crate init" field I have the same code as above, which the editor accepts but once deployed to the server, no action is added, or at least showing. I've also tried using "_this" instead of "this" at the beginning of the line but this made no change.

Any advice would be appreciated 🙂

broken pond
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Additionally, it seems to work without fault on multiplayer when testing, just not on a dedicated server. I'm wondering if it's just not being called properly somehow?

tranquil oasis
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Hello. I have looked on Bohemia and Steam forums but could not find a solution to the following:
I have an Ifrit travelling from A to B and a 5 man AI team walking to said point B. Once the AI team reaches point B the Ifrit will have already arrived and and sitting there. I have been unable to get the AI team to GetIn the Ifrit. I think the fact that the vehicle is moving breaks the GetIn waypoint that I attached to the vehicle.

tranquil oasis
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Is it even possible to have an AI group enter a vehicle which is still moving and has yet to reach its destination?

acoustic yew
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you can add this to the get in waypoint to delete the hold after everyone gets in

tranquil oasis
proper python
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Is it posible to create a mission in Editor and play together with your friend in it?

acoustic yew
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jk

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yeah

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you can place down multiple units and set them to "Playable"

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and there's a button under one of the tabs at the very top that says "play in multiplayer" or something like that

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or you can upload to workshop for later

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or just save it to your pc

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options

tranquil oasis
# acoustic yew add a hold waypoint?

i figured out what was the issue. You have to use the "Load" waypoint for the vehicle and then synch that to the "GetIn" waypoint for the AI units synched to a trigger to make them wait until the vehicle enters the 10x10 trigger space. The only problem is that the editor is picky about when it will actually fire off the waypoints, I just ran my scenario in spectator mode and 5 out of 10 times the waypoints did not fire off and the units just sat there. Sometimes half the waypoints will work but the others will not. WTF?

acoustic yew
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welcome to arma

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if you want a failsafe you can script moveInCargo

tranquil oasis
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That sucks lol. I have a feeling I need to set the timer for each waypoint because the game logic cannot keep up

prisma oyster
gusty hawk
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Guys, I need help with landing operation. How can I make the infantry get out of the helicopter after it lands?

bronze peak
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Give them a Dismount waypoint where the helo lands. Helo should also have a Transport Unload waypoint.

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Never failed me.

gusty hawk
bronze peak
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That's weird. So, heli has a Transport Unload and Infantry has a Dismount?

gusty hawk
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yes

bronze peak
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Weird... The waypoints are more or less in one place?

bronze peak
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Any mods?

gusty hawk
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Nothing that can affect it, I think

bronze peak
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You don't have to sync them

gusty hawk
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so.... i`m stupid. I confused veh unload with transport unload

bronze peak
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Yeah, I was gonna say, I plopped the whole thing down and it worked without a hitch

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Don't worry about it.

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Now you have experience next time you need this.

tame kernel
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after today's update waypoints are not working , anyone else facing this issue ?

bronze peak
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No.

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Mods?

tame kernel
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DLC

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even with no Mods still not working

bronze peak
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What's it do, exactly?

tame kernel
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Yesterday it was working perfectly, today I just updated the game
Now if when I set waypoints for units they never move when you run the scenario

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all units affected , even loaded previous scenarios - Units don't move

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you set a waypoint for tank or vehicle , when you run the scenario you expect it to move but that is not happening

bronze peak
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Huh....

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Ok, not sure what's going on there. Things worked just fine for me earlier when I was testing something.

queen drum
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Hello, does anyone have experience configuring a custom faction for use with the ALiVE mod? I'm working on a Ukrainian vs Russian campaign

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Using the ORBAT module specifically?

dim kindle
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Is there a way to change the faction used for spawning units in the BLUEFOR Site Module? I have a winter NATO repack and want to use winter NATO for the site

ocean badge
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question

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how do i make paratroopers jump out of a helicopter

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i just set 'vehicle: get out' in the sky and hoped for the best

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the heli just hovered for 3 seconds before flying away and nobody got out

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also how do i force infantry not to dismount or force them to dismount

dim kindle
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i would set them as force hold fire and try that to keep them in there

ocean badge
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i just realized that

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vehicle AI will use roads even if you dont checkpoint it

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i think

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the AI inside the vehicle wanted to open fire so at a regular checkpoint they started hoppin out

ocean badge
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is there any way i can give dismounted infantry a direction to go without moving the vehicle?

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my dudes dismount on one side of a hill and even with gunfire they still have no idea where to go

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seek n destroy?

shrewd iris
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Pressing ` to command troops only brings up 2 options "Status" and "Reply"

acoustic yew
shrewd iris
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I am.

vestal perch
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You need to also have troops selected

supple rampart
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How do I create the objective for the player? I already have a waypoint.

thorny grotto
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hello I hope this is the correct place for this question. I'm making an op for me and a few friends (4 of us total) and this is my first time making a mission in the editor ever. I know next to nothing about coding and the little I have learned has been within the past few days. Its all but completed but I'm running into one issue. So one of the objectives i have for us is to blow up a radio tower. This is an important objective because it's the opsfors only way to call for a QRF to the town they are entering. So i have a trigger set up for if blufor is detected by opfor in the town then the alarm is triggered and reinforcements are called in. This trigger works fine and the QRF makes its way to the town. But I want to put a second condition on this trigger and that being whether the radio tower is still alive or not. Basically i want both conditions (blufor detected and radio tower alive) to be met for the trigger to activate. now ive been online for hours trying to find answers and i thought i had it with [this && ((!alive CommunicationTower))] being in the trigger expression condition box but it did not work even after the tower was blown up. The QRF was still called in. Anyways this is probably really simple im just not familiar with the way all this coding works yet so any help would be greatly appreciated. (also CommunicationTower is the variable name i gave the object representing the obj)

acoustic yew
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so it makes sense if the trigger activates after the tower has been destroyed

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try this && (alive CommunicationTower)

cyan lodge
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Hi all! as hornman said im brand new to coding and armadev in general, and I'm trying to set up a basic convoy mission for my friends to play while I GM as zeus. I know enough to set up sides, get respawn points in, etc. I have a military base set up for them to spawn in with a virtual arsenal, so I want them to be able to play around with the arsenal for a few minutes before the mission starts. My question is, that I can't seem to find the answer on is how can I set up a convoy to start moving when players enter a certain vehicle? I thought i found the answer but when i replace "players" in the code with Playableunits (I want to send them in with AI teammates) it doesn't seem to work?

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the code in question:

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_numPlayableUnitsInHunter2 = { _4 in Hunter2 } count PlayableUnits;

if((count playableUnits) == (_numPlayableUnitsInHunter2)) then
{

// All the players are in the heli1

};

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I know the waypoint for the first vehicle needs to be activated by a trigger, and I want the trigger condition to basically be "if all playableunits in Hunter2, then true" and sync the trigger to the first waypoint

thorny grotto
formal muralBOT
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How to use SQF syntax highlighting in Discord

```sqf
// your code here
hint "good!";
```

// your code here
hint "good!";
acoustic yew
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what does _4 mean

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//trigger condition
(playableUnits findIf {!(_x in Hunter2)}) == -1
cyan lodge
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Ah sorry about that! I'll use better formatting in the future. I copied that bit of code off a post I found on the internet and where _4 is, it was originally _x like in the bit you posted. It occurred to me about 5 minutes after I posted here that I shouldn't have replaced that and left it as x, so I changed it and it still did nothing.

That's way easier than I expected, I'll try that tomorrow and get back to you, thanks for your help!

acoustic yew
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yw

modern brook
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hello guys. I downloaded the ace mode to be able to do medical procedures, but I don't know how to remove the bone fracture situation in the medical menu, can anyone help?

limber mason
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You're supposed to apply the splint

modern brook
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no i know how to do that, what i mean is to remove bone shards from the menu.

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I've seen this on some servers, but I have no idea how.

limber mason
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There's a separate mod that expands the ACE medical system. Actually, there's more than one

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If I remember correctly you might mean the ACE Pharmacy

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It had this more complex fractures system

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There's also KAT Medical that I use for example

modern brook
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No, they only do this through ace mode.

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with addons

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but they didn't say how they did it.

limber mason
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I'm not sure if I understand your point but with all the mods I mentioned you access the medical menu the same way

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It's simply some of this additional mods that expand the medical procedures, items and so on

modern brook
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My goal is only to remove the broken bones from the game in the medical menu in ace

limber mason
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To check the fracture itself you'd probably need to access the medical menu by presing H by default while looking at the patient and then clicking on a wounded limb with fracture

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Oh. So if you wanna remove them from the game, have a look at addon settings

modern brook
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I just want to deal with the remaining injuries.

limber mason
modern brook
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Thank you, I wanted to know that.

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I'll go and try to find it.

modern brook
limber mason
plucky axle
thorny grotto
# acoustic yew try `this && (alive CommunicationTower)`

hey so i tried this code in the conditions box and even when blufor was detected the alarm and skip waypoint for the QRF force was not triggered. If i may ask how would you go about trying to do what im doing. ive tried _trigger setTriggerActivation ["WEST", "EAST D", true] && (alive CommunicationTower); in the conditions box and setting the basic activation and activation type set as none but that came back as an error code. And thanks again for your help thus far its much appreciated!

acoustic yew
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setTriggerActivation is to change the trigger via script

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can you send me a screenshot of the trigger properties?

thorny grotto
exotic blade
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Hey lads I'm trying to setup a mission and I was wondering how I would disable either a bunch of squads ai or one big squad from pathing till the players enter a trigger

vestal perch
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What do you mean by pathing?

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@exotic blade

exotic blade
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Like they don't do anything

exotic blade
vestal perch
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You can disableAI or even simulation I believe yes.

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Disabling simulation would make them unkillable though

molten turret
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there is also behavior of "Careless"

vestal perch
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Also it's possible to turn them to civilians when they don't need to be aggressive

mighty island
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Hello guys, this is more of a Zeus related question. So basically i put simple object option (or script) on a truck lets say. And one i go into Zeus and go update editable objects of course it isnt available for editing, but is there any way to delete simple objects like that, maybe a module or a script? I was trying to find the answer but didnt succeed, even tho i assume there is not such option in arma

bronze peak
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Being careful with what you add. And using ZEN.

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I like to plop the add to Zeus module next to my players right after they spawn, select only units, only side, add all in radius.

mighty island
supple holly
mighty island
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I know for that option, i was just wondering is there any way i can delete a simple object once the mission has started

dim kindle
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I give them the waypoint to go up or to move towards the vehicles but they don't do anything, what am I wrong?

ebon jolt
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And you placed the GET IN waypoint on the vehicle so that it snapped properly?

dim kindle
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Yes

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Now work

hybrid geyser
#

question, why do some objects still rotate as such when being placed, snap to ground and surface snapping is off? It should just spawn in the 0 X+Y coordinate right?

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yet it gives me a weird angle whenever I am building on top of terrain that is angled...

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I have a picture as an example but I can't post it here, I can DM it tho

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any help would be very usefull, since it's driving me insane XD

mighty island
acoustic yew
#

there should be rotate and translate tools that take out the guesswork

dim kindle
#

Is there a way to have a radio message pop up to say an asset has died without using the radio chat module? The radio chat module doesn't appear to work for what I'm trying to do.

dim kindle
acoustic yew
#

though a "Killed" eventhandler will be easier on the server if you're doing this for a bunch of assets

dim kindle
#

Nah just the team leader of 5 groups - as each group leader died I'm having a chat message pop up saying "Be advised, we have lost contact with insert TL name here and their team."

acoustic yew
#

in case you're unfamiliar format is good for that

#
format ["Be advised, we have lost contact with %1 and their team.", name _teamLeaderVariable];

becomes

"Be advised, we have lost contact with Artisan and their team."
mighty island
#

Hello again, is there any other way to make an object a simple object, since this script isnt good when used in multiplayer?

this call BIS_fnc_replaceWithSimpleObject;
prisma oyster
mighty island
#

because some objects dont have it, for example, some fences. I mean its mostly present for small things like computers, chairs, desks, and ofc vehicles...

#

Its kinda more than one, since its my unit's main training center, so i need efficinent way to better up the fps (simple object if possible), but it says its not good in mp, as mentioned before...

prisma oyster
#

BIS_fnc_createSimpleObject iirc, but then it implies scripting

mighty island
#

i mean if thats the only way then good. Just one more thing, is it better to have a lot of objects with the script that i wrote a bit before (my first message) or just leave those object not to be simple objs? Thats just curiosity, im wondering which one is worse.

prisma oyster
mighty island
#

replacing nothing in the script, just putting it in the Init of the object

#

and it works, which is awesome, im just concerned about it possibly making harm when played in multiplayer

prisma oyster
#

I mean, I know the wiki, but I do not know the function's content and what (else) would be an issue

mighty island
#

aha ok, nevermind, tnx for help, im on the way to get it right

prisma oyster
#

I'll take a look at it tomorrow

dim kindle
#

trying to figure out how to make enemy units patrol instead of stand around

prisma oyster
hybrid geyser
# acoustic yew have you tried selecting different tools at the top left

Sorry for the late response, but yea I have tried and the thing that I mean is that. Whenver I place something it goes of the XYZ coordinates of the terrain. When you used to be able to hold left-shift+leftmouse+drag it would orrientate it to the 0 axes of XYZ. It no longer does that and I wonder why that is and if its an option somwhere?

acoustic yew
#

the globe?

hybrid geyser
# acoustic yew the globe?

No that just the widget for which coordinates space it wants to use, either the XYZ coordinated space of and object or that of the terrain. It doesn't reset it to the 0 XYZ coordinate....

cyan lodge
#

@acoustic yew that findif code isn't working for me, for when the playable units enter a vehicle, not sure what im doing wrong

cyan lodge
#
//trigger activation
(playableUnits findIf {!(_x in Hunter2)}) == -1;
#

I have the trigger synced to the task as well, and the task state is assigned

#

im not sure if the code is wrong, or if I'm doing something wrong

acoustic yew
#

in the activation field write systemChat "Fired!"

#

if it says Fired! in the chat that means the trigger works

#

beyond that you can put playableUnits findIf {!(_x in Hunter2)} in one of the boxes underneath the debug console and it'll tell you in real time what findIf is spitting out

cyan lodge
#

figured it out, the == should've been 4, not -1, thank you for your help!

acoustic yew
#

a hunter seats 4 right?

#

what you have right now is checking if every unit up to the fifth unit listed in playableUnits is in the vehicle

wind portal
#

Hi guys, just a simple question.. is there a way to write (or to sign) something on the map from the Editor visible to Zeus users only?

#

For example, I'd like to type or to sign something somewhere on the map just to remind me what's right there (so the players should not see it)

cloud sparrow
#

You can use markers System > Empty

#

these are not visible to players but visible on zeus map. (text only)

dim kindle
dim kindle
hidden quest
#

Anyway to get back a scenario you saved over?

acoustic yew
hidden quest
#

RIP

#

Autosave got me again

#

TIL you can record yourself flying and then have the AI follow the exact flight path

acoustic yew
#

my ai vehicle stops in the middle of the road when it's supposed to be patrolling and says "1 - Supporting" on group comms. What gives?

hidden quest
#

What waypoints does it have lol

acoustic yew
#

it has 3 move waypoints and a cycle, that's it

#

limited speed, combat mode "Open Fire", only things in init fields are setPilotLight and disableAI "LIGHTS"

#

here's a clip

hidden quest
#

And theyre all just move waypoints?

acoustic yew
#

yeah

#

no statements, nothing

#

didnt even make it to the first waypoint

hidden quest
#

Sounds like one of them is a support waypoint for some reason

#

Super weird

acoustic yew
#

i have no clue why this is happening

#

it stops and then makes a left turn and parks next to friendlies

#

when the waypoint is a right turn

#

I deleted the friendlies (who are in a different group) and the brdm is now cooperating

#

but i dont want to delete those guys

acoustic yew
#

a friendly unit nearby was ordered to rearm on the brdm but he had his path ai disabled

cyan lodge
#

@acoustic yew regarding my allplayableunits command, i only have 4 playable units but it wasn't working with the -1 in the field, but it worked when i changed it to 4

acoustic yew
#

so the brdm just parked forever

acoustic yew
#

edited it's just playableUnits

cyan lodge
#

[bis_o2_306,B Alpha 2-2:2,B Alpha 2-2:3,B Alpha 2-2:4,zCurator]

acoustic yew
#

it's counting zeus

cyan lodge
#

i forgot about zeus

#

whoops lmao

#

why did you write the code with -1 though? What does that do? sorry for asking so many questions, like I said im brand new at this, and trying to make a fun scenario to give my friends the feel of playing Arma so they continue playing it with me

acoustic yew
#

so findIf isn't counting how many units meet the condition, it's returning the index of the first tested element that returns true

#

it's a 0-based index, which is how I knew there were at least 5 units

#

because by returning 4 findIf is telling you that the fifth unit listed by playableUnits is evaluating to true for the condition but the previous four were false

#

findIf returns -1 if all of them evaluate as false

#

so what I whipped up for you was for it to evaluate each element of playableUnits and to activate the trigger when none of them meet the condition of not being in the car

cyan lodge
#

ooooohh i see

acoustic yew
#

it returned four because zeus is fifth on the list of units it evaluated

cyan lodge
#

it will work the way I have it, correct? Or should their be a disqualifier for zeus that i have to put in there?

acoustic yew
#

and the array index starts at 0

#

it will work the way you have it so long as you don't add or remove playable units

cyan lodge
#

not in the plan right now

acoustic yew
#

you might want to right click in eden and comment why it's 4

#

in case you come back later

cyan lodge
#

just using the comment feature? or add a //comment to the actual triggeR?

acoustic yew
#

i dont think you can //comment in the trigger

#
In order to place comments inside trigger activation fields and similar, use a plain string followed by a semicolon as a way to comment; e.g "Some comment";.
cyan lodge
#

hm, the wiki says you can //comment but it didnt work for me

acoustic yew
#

where?

cyan lodge
#

both in trigger condition and activation

acoustic yew
#

i mean where does it say you can comment like that

cyan lodge
#

under examples, it says perfect is to use //

acoustic yew
#

triggers are different

#

as it says at the top

#

that example is for .sqf files

cyan lodge
#

oh gotcha, i see

#

thank you

acoustic yew
#

yw

#

also I don't have enough experience to say how much it matters in your case, but if you have a multi-step condition in a trigger it's easier on the server if you put a delay on the trigger so it's not checking 10 times a second

cyan lodge
#

that makes sense

acoustic yew
#

probably negligible

cyan lodge
#

i have a feeling these guys will be playing around with the virtual arsenal so i put the interval at 1 second i believe

#

just ran into another problem along the same lines

#

theres 3 vehicles in the convoy, the middle of which is the one the players will be in, i set a waypoint for the first vehicle and the 3rd is set to follow that vehicle in a column so they follow the roads, thats easy enough. For the MOVE waypoint for the first vehicle i added a trigger to activate it with the same string you gave me. the vehicle moves immediately after spawning and stops about 5 feet away, and even after we mount up it doesn't move

fallen sinew
#

hi, how do I make it so that [BLUTeamLeader1, BLUSupportRequester, BLUMLRS] call BIS_fnc_addSupportLink;
links to 6 different units called BLUTeamLeader1, BLUTeamLeader2, BLUTeamLeader3, BLUTeamLeader4, BLUTeamLeader5, BLUTeamLeader6? I can only get it to work with one unit, like BLUTeamLeader1.
btw this is supposed to give the ability to call in a MLRS strike for 6 people when 3 AAF artillery pieces are destroyed.

acoustic yew
acoustic yew
cyan lodge
#

originally when i sent that message via a trigger, but i see theres a condition field for the waypoint itself so now using that

#

tried the disable AI "MOVE" command to no avail

acoustic yew
#

then connect it with "Set Waypoint Activation"

cyan lodge
#

synced to the hold or the move waypoint?

acoustic yew
#

to the hold

cyan lodge
#

got it, thank you

fallen sinew
#

Also is there a way to remove a support module from a player after they called in that support, regardless of the ammo amount left in the artillery piece? For example, A player calls in a 7 round arty barrage, and after the call is confirmed the arty support is removed from the support menu

fallen sinew
#

alright

#

How would I detect the usage of the arty?

acoustic yew
#

I'm not familiar with that module, you can try

player getVariable "BIS_SUPP_used_Artillery";
#

I found that variable online, I'd guess you can find it in a BIS function

#

that number should change when the player uses artillery

fallen sinew
#

ah ok thx

tacit nexus
#

I am just beginning with air asserts and I want a plane to bomb a specific location as a start signal for a hatched force to clear a other building of NVA how can I do this. It's with the SOG dlc but that shouldn't matter

agile ingot
#

you could try

_pos = (getPosASL _plane)
sleep 1;
_bomb = "bomb classname" createVehicle _pos;

Instead of the _pos sleep part, you can use a pos under the plane, though i feel its safer to have it spawn just behind it.

If you dont care about the bomb drop itself, you can just set _pos to be where it should land. makes it more accurate aswell to where you want the explosion.

dim kindle
#

My ace isn’t working

agile ingot
tacit nexus
#

@agile ingot I will try it at home before using any script it will go for a ongoing firefight

visual latch
#

Is there a way to populate a town with civilians, or do i have to manually place them all

primal wave
#

I have used "Engima's Civilians" a few times with success.

fallen sinew
#

Is there a way to directly give a player warlords cp?

woeful light
#

I use this for Warlord Redux testing, no idea if it works in default warlords
player setVariable ["BIS_WL_funds", 50000];

inner notch
#

hi

#

anyone know how pause or stop the music in the mission editor

prisma oyster
#

there is no music in Eden Editor - unless you mean Zeus perhaps?

fallen sinew
mellow juniper
#

for some reason i can't get high commander to work, any help?

#

i synced player to high commander, 2 ai groups to subordinate and synced subordinate to commander

quick kelp
#

Not sure where to put this exactly, but does anyone have an alternative to MCC? I want the mission making ability of MCC, just not literally anything else that is comes with. I know I could probably disable everything else but I was hoping there is a cleaner solution. Don’t want dynamic recon ops because I want to make the mission from scratch.

acoustic yew
#

what tools are you missing

quick kelp
#

So MCC has an in game mission generator. No prior setup. MCC also comes with all this other shit that I don’t want, and also sometimes breaks respawns in the game. What I want is the in game mission generator. I know I can strip out the other features of mcc but I would like to explore alternatives to the mission generating function in other mods before I dive into that.

acoustic yew
#

but you said you want to make the mission from scratch?

quick kelp
#

Yeah so I want to be able to put down my own FOB, set my own respawn parameters, and set other parameters such as how ace medical work. This is why I don’t want to do dynamic recon ops, because I far as I can tell that is a mission that comes with everything pre loaded

acoustic yew
#

Have you looked into making zeus compositions? You can put code in the init fields and, for example, have the server call a function when you place down the composition

quick kelp
#

I have Zeus enabled on the server, and they can make the missions manually, but MCC was handy in that it just made it for you in a minute or two. Would like to save Zeus time if he/she so pleases.

#

If that’s what you mean

acoustic yew
#

I mean you can make entire mission objectives, ai and all, in the editor and save it as a composition.

#

and you can write functions and call them through those compositions if you want to make something dynamic

#

it'll take some work upfront but if you want something tailored to your needs you might be better off making it yourself

quick kelp
#

That seems like an interesting project

#

So make the Zeus compositions and Zeus puts down a mission generator module and it calls those compositions at random?

acoustic yew
#

I believe this is what's used on the backend for custom compositions

#

but yeah you got the idea

#

and as for changing ace medical settings you can just do that with CBA in the options menu

grave forum
#

Is there a way to get the AI to stop moving their head when I'm posing them? I'm trying to do a group photo and want all of them looking at the camera but there's always at least one looking away & I'm pulling my hair out trying to do this

acoustic yew
grave forum
#

Stop time you mean?

acoustic yew
#

no

#

but you can stop time as well in singleplayer

grave forum
#

Thanks, I'll try that

grave forum
acoustic yew
#

If you assigned a variable for the object in eden editor use that. Otherwise you can look at them and use cursorObject

grave forum
#

cursorObject enableSimulation false;
This is what I put into the init part but it doesn't seem to be working when I load the senario

#

Sorry if I'm being dumb, I've never used this part of the editor before

bronze peak
#

If you double click an object, there also tends to be an "Enable Simulation" checkbox that you can remove the mark from. Simpler to work that, in my opinion.

grave forum
acoustic yew
grave forum
#

this enableSimulation false; ?

grave forum
vagrant blade
#

Question regarding Bis_fnc_taskPatrol, when used and felt running it creates 100s of waypoints. They don't erase and end up slowing down the serveur (mp pve permanent serveur). Any advice how clean up that command?

heady burrow
#

So, here's a thing I've been wondering since forever about waypoints and vehicle behaviour:

  • For infantry, when given a normal move waypoint, unless they're set to Careless, they will always halt to engage any enemy they spot on the way, and only continue once the area is clear.
  • But vehicles will always drive past any enemies, and while potentially shooting at them, will just zoom past to reach the next point, no matter the situation. Even when set to Combat. Search and Destroy only starts, once the vehicle reaches the WP.

What kind of waypoint type and/or other settings would I need, to have vehicles halt and engage an enemy they spot on the way?

past sun
# heady burrow So, here's a thing I've been wondering since forever about waypoints and vehicle...

The reason infantry stops to attack is not because they are there to clear them out, that is only done if the waypoint type is Search and Destroy. The reason they stop is because Infantry tries to take cover unlike vehicles. If they got move order, you ll notice that they are still trying to push toward their waypoint (if waypoint purpose consists of moving to that location). But as long as they are being threatened by enemy, they ll be delaying their push toward their waypoint.
The reason this does not happen on careless because careless prevents AI from going "COMBAT" mode which triggers the move from cover to cover behavior.
Search and Destroy waypoint's way of working is to move to exact location the waypoint is placed and then "search" for the enemy.
A reason why vehicles will just move as if they are ignoring enemy is because it is harder for vehicles to detect enemy than it is for infantry.
I believe if you want a more detailed approach for AI, you may require scripting solutions as waypoints are pretty straight forward behavior definitions. At least for commonly used ones.

spare phoenix
acoustic yew
#

do AI collide with simple objects?

vestal perch
heady burrow
dim kindle
#

general question, is there any way to improve AI pathfinding when in a custom built location in editor?
i constantly have a problem with AI moving thu objects and its quite frustrating

acoustic yew
vestal perch
#

On ground yes they should. In buildings, no

past sun
wraith jasper
#

does anyone know how to create other factions in warlords?

simple roost
#

Hello. I want to write on the signboard in the editor. How can I write?

keen jolt
primal wave
#

Does anyone know of a way to make the compass turn (or shift the magnetic North) somehow?

#

I typed too soon: answer is setCompassOscillation . Pardon me everybody.

nova garnet
#

I can't find any maps that take place in the u.s.

prisma oyster
#

(unless you made a Zeus mission yourself, ofc)

iron path
#

what is the best method to make AI groups attack most realistically? seek and destroy with "aware"?

small patrol
#

What “attack most realistically” you mean?

iron path
#

I've been experiencing with MOVE, SEEK AND DESTROY, DESTROY and the lambs danger TASK ASSAULT, but yet the infantry attacking is very dodgy and "slow"

#

looking to get a true push from the ai attacking

vestal perch
#

in what kind of environment?

iron path
#

the southern shoreline of CUP Utes

spare phoenix
iron path
#

looking to do an air assault on the beach, the issue I am facing is that the troops which land move very slowly and uninterested to their targets

prisma oyster
#

try without AI mods perhaps

vestal perch
#

you will likely need to force them more directly to have correct stances, correct combat mode, and positions to run towards

modern brook
#

Hi guys

#

Are there any cargo ship mods in the workshop

#

I want to prepare a mission and I need a cargo ship, I just need to be able to walk on it and tour its rooms.

wraith jasper
#

does anyone know how to change the warlords shopping menu?

spare phoenix
modern brook
#

Which one has more rooms or do you have a bigger are you have idea?

spare phoenix
#

The breachable Ships have rooms. LCS is simply a cargo ship with a bridge and a massive hold.

feral hornet
#

does anyone know how to make ai do touch and go landings

woeful light
sacred briar
wind raptor
dusky canopy
#

Uh, do any of you guys have problems launching the Eden editor?

lucid comet
dusky canopy
#

When I launch the Eden editor (any map), it tries to load it but after just says not responding.

lucid comet
#

Try running the game without any mods, and if you already do, verify game integrity.

dusky canopy
#

I can load into any other server and play but specifically the Eden editor causes problems. I've tries to verify game files, reinstall the game, load the game without and with mods. It just overall doesn't end well

lucid comet
#

What does your RPT logs say?

dusky canopy
#

I should probably check that lol. Brb

#

So pretty much it states, "The application became unresponsive and was terminated by the OS." It will not launch and my system just kills it entirely

lucid comet
dusky canopy
#

Thank you so much, I am going to try it out right now.

dusky canopy
#

So, I tried with the memory allocator, enabled hyper-threading, and also enabled Large-page support. I tried them all separately and then all together and it did not work.

#

I recieved a different RPT log though and it was"0x00000001 – UNABLE_TO_INIT_DXGI" which means that the game wasn't able to initialize a graphical subsystem. I checked my drivers and they were updated and my computer is not struggling. It is kinda confusing

lucid comet
#

same for me, good luck I guess

dim kindle
#

Heya, having a slight issue.

I cant get the Arma 3 apex overlay to appear on screen via a trigger. I've set it to appear but it just, doesn't appear. Any tips?

#

I'd send a screenshot of my trigger's parameters but I literally cant attach anything

#

There is zero documentation of this trigger effect (UI overlay) ANYWHERE and it's really annoying me

digital ledge
#

So I have a trigger where, if the player passes it, it completes the task. At least, thats what is supposed to happen. Instead, nothing happens when the player passes by the trigger. I cant find anything on the internet about it, so Im going here.

#

Can someone please help?

prisma oyster
#

well, we may need more info 🙂

primal wave
#

(YouTube also has demo videos)

digital ledge
#

and idk how to explain differently

digital ledge
#

i am

#

i have a task where the player needs to get into a car

#

to do that i have a trigger connected to the "set task state" trigger

#

and it works

#

perfectly

#

but for some reason, this does not work

primal wave
#

Does the trigger execute in your new set up?

digital ledge
#

in the first task where the player needs to get into the car, the trigger works fine

#

in the second task

#

where you have to drive somewhere

#

the trigger doesnt set off the "set task state" module

#

when you pass the trigger

#

i dont know what you mean by "new set up"

#

english is not my first language sorry

primal wave
#

I am also confused: you wrote "it works" and "this does not work".

digital ledge
#

i meant

primal wave
#

Are we talking about 1 task and multiple state changes? Or different tasks?

digital ledge
#

the second task

#

does not work

#

the task that is the entire reason im here is the one that doesnt work

digital ledge
#

this is the first task

#

when i say "it doesnt work" i mean the second task, sorry for not clearing it up

primal wave
#

Ok. So you have a working task module arrangement. You could just copy+paste that for your new task and write new titles and names. For myself, it was always the trigger which needed fixing. Does the trigger work as planned?

digital ledge
#

I will try that

#

Nope, still did not work

primal wave
# digital ledge Nope, still did not work

There are many steps to making this work. I am trying to help you isolate the problem. So, please, can you tell me if your trigger is working as you want it. For example, add hint "hooray this works!"; in the trigger onActivation field. Does that part work?

distant oasis
#

hey guys how do i make ai call for artillery support

primal wave
# distant oasis hey guys how do i make ai call for artillery support

As far as I know the default AI doesn't do that. Also, the AI artillery units behave very unreliably. I would recommend you script artillery attacks specifically for your scenario with triggers. Either have the triggers activate a Zeus ordnance module, or call a fire mission from a placed artillery/mortar using commandArtilleryFire.

acoustic yew
#

you can use a "server only" trigger and put this function in the "On Activation" field

digital ledge
primal wave
digital ledge
#

do you know how I can fix the trigger?

#

Can I DM you so I can send some pictures of the trigger and the whole task setup?

#

so maybe you can see whats wrong in the trigger or something?

primal wave
digital ledge
#

@primal wave Ah, I think I know the problem

#

The "on activation" is empty, do you know the command that succeeds the task after you activate the trigger?

#

I cant find it on google

primal wave
#

If you synchronize the modules correctly, then it does not need an onActivation. As you said earlier, you got it to work in a previous trigger. The most logical reason it does not work in your new case, is that the trigger is not activating.

digital ledge
#

I synced them,

primal wave
digital ledge
#

But just in case

digital ledge
#

I passed the trigger

#

No hint

#

No text

#

nothing

#

nothing happened

primal wave
#

OK :). So you need to go back to basics with trigger. Cool 🙂

#

Can I ask a rude question?

digital ledge
#

Sure

#

I already watched a tutorial

primal wave
#

Are you ok with listening to spoken English?

digital ledge
#

Yes.

#

I synced up the trigger with the "set task state"

primal wave
# primal wave eg: https://www.youtube.com/watch?v=Lv7f0NZ5esE

OK. This (and the other top 10 results for search term "Arma 3 trigger task") literally covers the basics with triggers. I'm sorry, I'm not going to type out exactly every click you need to make. I'm serious; that's is not efficient for you. Please be patient and learn how to use triggers with the video or the BI wiki. Good luck 🙂

digital ledge
#

I know how to use triggers already with tasks, but okay.

#

I'll just watch the video

#

this is the video I watched to learn tasks

digital ledge
#

it worked

#

thank you

#

i did the same exact thing he did in this video before,

#

but i just re did it

#

and it worked again for some reason

primal wave
#

Hey man it's great to hear you got it to work 👯

primal wave
digital ledge
#

let me put that in google trsanslate

primal wave
#

Oh dear I assumed wrong with your name.

digital ledge
#

No, I just thought it was funny.

#

I am Russian.

primal wave
#

Aight!

#

So- how do you say: "that's life sometimes" in Russian?

digital ledge
#

Or in Latin letters

#

Eto zhizne inogda

primal wave
#

Spasibo =]

digital ledge
#

Vsegda pazhalusta

#

That means "your welcome" btw

primal wave
#

I'll double check the pronunciation with Google translate before using it 😅

digital ledge
#

Yes, I recommend that (no offense)

#

Every time I hear non Russian speakers (primarily americans) trying to say something in Russian, i cant understand what they are saying

#

But I get it

#

Russian is one of the hardest languages

broken eagle
#

Hey hey hey hey. I got question

#

How do you add players to zeus when the module refuses to work?

lucid comet
broken eagle
#

As in 3den debug or in mission debug?

#

Cause this only happens when it's already on the server

#

If I test the mission in 3den editor it works just fine on MP

lucid comet
#

There are 3 ways - (A) Execute an SQF which allows you to become the curator, (B) Execute a one-liner in the init field promoting you to Zeus, or (C) Execute the same one liner but in the debug menu
For (A) - https://gist.github.com/dedmen/3fa5f648631dd14a4173edea7580045e
For (B) & (C) - sqf player assignCurator myCurator; myCurator addCuratorEditableObjects [[player],true]; myCurator addCuratorEditableObjects [allMissionObjects "all",true ];

broken eagle
#

Where does B go?

#

Like, which init

lucid comet
#

Double click on your entity / add it to your mission init.sqf

broken eagle
#

Ah, so onto the player itself.

#

Gotcha

#

allMissionObjects will add everything?

lucid comet
#

yes

#

If you have ZEN (Zeus Enhanced) you can then remove objects you dont want showing up in the Zeus Menu

broken eagle
#

Nah, i only need players added because objects get added fine which is the funny part

#

All the "other" objects get added as expected. It's just players get ommitted

#

Wait

#

yeah no, that's the pic

#

That's exactly what I see

#

all that stuff I want added, but players get absolutely left out every time.

lucid comet
#

by default, players get attached to the list of curators

broken eagle
#

So I don't need to sync all the players to the add objects module?

lucid comet
#

nope

broken eagle
#

i'll test without syncing them in a minute

#

That miiiight be why the mission doesn't add the players but we'll see.

#

IF me unsyncing all the "players" from the module will fix it. I will give up on 3den and I'll stick with making compositions and let someone else handle the background stuff x.x

#

Nope, both ways didn't work

#

Eh, the workaround is to just add units through ZEN module and that's fine in zeus.

past sun
broken eagle
#

Where do I throw that into?

past sun
#

Where do you want it? =)

#

3DEN?

broken eagle
#

Perhaps? derp

past sun
#

throw it into init of object

broken eagle
#

I'll yeet it into the zeus himself see how it goes.

past sun
#

if (isServer) then {
this addCuratorEditableObjects [allPlayers, true];
};

past sun
#

but it will only do it initially

broken eagle
past sun
#

u want it to be continuous?

#

cos people may join etc

broken eagle
#

yessssss

past sun
#

I ll write it in a bit, if I forget ping me in like 40 mins or send me DM

broken eagle
#

Gotcha <3

prisma trench
#

I may be stupid, but how does the tracer module work? Ive tried place it down and syncing a trigger to it, and vice versa. I've never had it work before. There doesn't seem to be much about it, also does it make a sound as well as the tracer?

dim kindle
# broken eagle Gotcha <3

Go into the mission settings, click general, then check the checkbox that said "editable objects" and that'll add all objects to Zeus every 60 seconds

broken eagle
#

I only need select few objects added and the add object module works, but players still aren't getting added

#

xD

#

If I use that, it'll add more than what I want added

dim kindle
#

Ahhh

#

Do you have Zeus Enhanced?

broken eagle
#

Yep

#

I know, add only units every time

dim kindle
#

Yeah that's a work around until you figure it out

#

It's unusual that it doesn't add the players though

broken eagle
#

Idk why it doesn't really I don't.

#

I've done everything right and it's punishing me xD

#

Idk if it's the server, or mission settings

#

or the mission itself being bugged

#

But this is the second time this is happening to me

#

FUNNY STORY Before I messed with the mission settings, everything was fine BUT All I touched was Ace Medical.

#

Internal screeching intensifies

dim kindle
#

Hey so i want to make a moving enemy convoy that would try to capture a base. How can i make it? Im new to the editor and i have no idea how waypoints or triggers work, maybe there's some good video explaining them?

keen jolt
dim kindle
#

How to stop the AI from taking over the pilot seat

#

Make them only get in the passenger seat

#

Even if I launch a scenario with them sitting as passengers, one of them switch to pilot

modern brook
#

How can I adjust the height of AIs using helicopters? because I want to go down with the rope but they are too high for that.

spare phoenix
modern brook
spare phoenix
#

That also works.

umbral star
#

Hey, I'm sorta planning a Battlefield type conquest mission with a couple of mates and I had the thought of putting in command voice lines for when objectives are captured or lost, is there a video tutorial or something I can read up on on how to go about doing this?

obsidian cedar
#

hi how do i select a unit inside a heli with remote control acces because when i do it it only makes me the pilot

glad quail
#

How do I make it so that after I rotate an object in the editor (for example flip it upsidedown), when I go to move it, it doesn't reset the rotation and goes back to defeault rotation?

glad quail
#

I think I found it, it was vertical mode

modern brook
#

hi guys

#

I placed a ship, and the AIs I put on this ship are squeezing me from behind the walls I guess they don't see the ship, how can I fix this.

neon rock
#

I'm trying to make a WW2 High-Altitude Bombing mission, except the Bombers keep diving to drop their bombs?

#

Anybody know how to make it so they drop them from High Altitude?

neon rock
#

Also, how do I make it so they don't break off when they immediately see fighters?

#

As in, they try to engage the fighters instead of focusing on the intended target

lucid comet
#

set their combat mode to "careless" so they do what you tell them if it means walking straight to an enemy (they also wont engage anyone however)

neon rock
lucid comet
#

If its a bomb, then you can add in a trigger/event that automatically drops it while still being in careless mode

upbeat bramble
#

So I'm wanting to learn how to make missions for my community and don't really know where to start. Do y'all know of any material I could use to learn

small patrol
#

Of course Eden Editor's tutorial

marsh steppe
#

Hi, does anyone know how to make those animated Briefings on the map screen used in the GM Campaign?

marsh steppe
stone sphinx
#

Does anyone have an idea on how to make getting into a vehicle change the side of the players until hostile/exiting vehicle?

#

Trying to allow my recon team to not be detected by enemies by having it make them civvies until they get out, or conduct hostile action

#

Close to like Antistasi

acoustic yew
#

if you have specific questions about implementation head on over to #arma3_scripting and someone will help you

stone sphinx
#

Thanks

inner notch
#

Hello

#

How do I make the music play but when it goes away it stops playing?

acoustic yew
#

what?

inner notch
#

need an activator or how do I do it?

lucid comet
#

Your question is very confusing. What are you trying to achieve?

dim kindle
#

Hello, anyone around for a quick question about the editor? Wondering if there is a way to take a base from exile database and import into the eden editor?

#

Been doing it manually, but the rotation seems to be different

#

Name Pos X Pos Y Pos Direction x Direction y Direction Z Up x up y up z
'Land_Dome_Big_F' '2755.854004' '9782.84668' '44.449299' '0.236291' '0.971682' 0
'Exile_Con' '2754.171631' '9779.238281' '22.140381' '0.289729' '0.92145' '0.258819' '-0.0776327' '-0.246902' '0.965926'

The UP XYZ is a bit confusing too

#

'0.236291' '0.971682' I can't figure out these two, I think they have to do with rotation, but the editor seems to like 0-360 degrees, not weird decimals

cloud moss
#

maybe vectorDir and vectorUp

dim kindle
#

Is that in attributes?

#

Maybe ill just rebuild the whole thing from scratch, was hoping there was an easier way

hybrid dove
#

Come to one thing, I am not very familiar with US national guard but it's possible for those boys to be deployed with mixed camos ? (for example UCP uniform w/ OEF-CP Armor and helmet ?)

Edit: Because I'm ignorant on the matter because I'm Euro/Asian boy

golden aurora
#

Preferably I think it's better to have the units just not use mixed camos, because the active army most of the time uses whole different camos depending on the environment of battle and so on.

#

But if you're not really aiming for that much accuracy

#

then feel free to use mixed camos, as long as those camos look relatively similar to each other

hybrid dove
acoustic yew
#

do whatever you want in that case

golden aurora
acoustic yew
#

it's not like they're not going to deploy if their camo doesnt match

#

look at photos from desert storm, completely normal for camo to mismatch if that's what they have

stone sphinx
#

I could do that, but I was looking for something more automatic

acoustic yew
#

setCaptive is the easiest way

snow field
#

and make them not move

acoustic yew
#

that's not what setCaptive does

#

setCaptive just makes the ai perceive the unit as civilian

snow field
#

oh ok

frail fulcrum
#

Is there a way to have multiple people work on a mission file?

#

at the same time

small patrol
#

No

frail fulcrum
#

damn

glossy sierra
frail fulcrum
#

Gotcha, be cool if they had a way to work on the same scenario with multiple ppl

#

Ty for the info

sage oak
#

I am incredibly new to all this stuff so idek if this is the right channel to ask, but I have a bit of a problem and I can't seem to fix it on my own...

#

Basically, there's a composition I have downloaded from the workshop that is in BLUFOR

#

I need to turn the entire thing into OPFOR, if all of the things were human I'd just do the normal thing of dragging all of them to an opfor unit and they would turn red, but it has drones and turrets and such too and I can't find a way to turn them from BLUFOR to OPFOR

prisma oyster
#

no crosspost, here is fine 😉

sage oak
#

Oh- sorry sorry

#

I'll keep it here then

prisma oyster
#

np, no worries 🙂

glossy sierra
sage oak
sage oak
glossy sierra
#

heres a good guide; but you need to change the factions side. which is kinda the same https://youtu.be/vC9eLS7fCWQ
Highly suggest joining ALiVE discord, and asking for some guidance there

sage oak
#

I didn't find anything in that guide about making existing units a different team

acoustic yew
#

my bad wrong command

#

you might have to use a script to create a opfor group and add the units to that group

#

i'll give an example

#
private _groups = [];
{
    private _oldGroup = _x;
    private _newGroup = createGroup OPFOR;
    (units _oldGroup) join _newGroup;
    deleteGroup _oldGroup;
} forEach _groups;
#

private _groups = [group1, group2, group3,...] or private _groups = (allGroups select { side _x == WEST }); you can do whatever so long as it's an array of the groups you want to change

lone dirge
# frail fulcrum Is there a way to have multiple people work on a mission file?

If it is the same map you can, you just put what you want on the map, your buddy do the same another place on map he send it to you, you mark all from his map, copy it all (alt+c) open up your map and right click mouse and past to original location (i mean it is called that, not sure) and the you have it all on one map.

prisma oyster
#

there is a Merge file mission option

#

just, "live editing" all together is not possible

acoustic yew
prisma oyster
#

I think so, but needs confirmation

acoustic yew
#

yeah ctrl+M in eden

#

never seen it used though

austere stirrup
#

Halo, I have a quick question about intel, well, overall about it.

I'm making a mission where the BLUFOR would find an intel which would lead them to an HVT in the area.

Now, since I am basically dumb with these stuff, what I need to edit or not, I would like to ask someone's help in this. (would greatly appriciate if you shot me an DM with an in depth explanation.)

also if I did asked this in the wrong place, mb.

austere stirrup
#

yes

acoustic yew
#

I forget if it's ace or cba, but if you search "document" in objects (i think there's a notepad as well) you can edit the properties to have text written in it. Ace gives you the ability to interact and pick up these documents, where you can then view them through self-interaction in the map screen.

#

I would recommend placing a couple of these in your spawn area and telling your players how to pick them up and read them so they know to look for it

austere stirrup
#

Well, if you know Rimmy (arma 3 youtuber I believe, but he makes all sorts of videos)

One of his community missions were the "Dollhouse". In that mission You had to hold space or whatever to pick up the intel, and it would appear in briefing.

#

Ill send in the pic in a second what I mean here.

austere stirrup
#

Oh nevermind it is ace.

acoustic yew
austere stirrup
#

I don't understand then 1 more thing, since it creates area intel in his video, how can I make that

acoustic yew
#

area intel?

frail fulcrum
modern brook
#

does anyone know how i can make airplane Marshall animation ?

small patrol
#

Please refrain from crosspost @modern brook as per the #rules - so what exactly is your question? Do you mean how do you use vanilla marshall animations on AIs?

modern brook
small patrol
#

switchMove playMoveNow and such other commands for you

modern brook
#

Can you check your dm ?

small patrol
#

Then what exactly is your question?

small patrol
modern brook
small patrol
#

switchMove playMoveNow and such other commands for you
What's unclear? You don't know how to combine them?

small patrol
#

switchMove overwrites one's animation, playMoveNow plays animation with proper interpolation. So you need to use switchMove to make the AI in its initial animation state (whatever the animation is), and use playMoveNow at the desired time you'll get the desired thing

modern brook
drowsy nova
#

Is there anyway to put a unit on top of a vehicle without them entering it?

acoustic yew
#

what?

wheat torrent
#

hey anyone know any good mods for a doll house mission that i want to make

night shore
#

Anyone has a good idea for me I’m making halo mlisim

bronze peak
#

Read Halopedia, go to workshop, fish for maps, see what kind of inspiration the combintion thereof catches your fancy.

night shore
#

I build from scratch

prisma oyster
#

"inspiration" 🙂

vestal perch
#

Start from what is halo milsim to you

#

And why do you want to make it. You should have an idea already if you want to make it

elder flame
#

how do you make bar gate triggers work on dedicated servers

prisma oyster
#

…properly?

elder flame
#

yeah been having that problem

#

and it works on eden but not within dedicated servers

prisma oyster
#

without the setup, we can't say what's wrong 🙂

prisma oyster
#

it's a trigger* 😉
try making it server only then

small patrol
#

Trigger is not a module

elder flame
#

i see i see

#

ill get back to you after

#

thanks!

small patrol
#

Also, suggest not to crosspost. You've already done the same question in #arma3_scripting

bronze peak
prisma oyster
frail fulcrum
prisma oyster
frail fulcrum
#

aight

night shore
bronze peak
#

The really good stuff is the stuff you make yourself...

#

Could I slap together some of my old more generic concepts and hand you a Halo event within the next hour? Yeah, absolutely. If you want the actual good stuff, you need to make it yourself, however.

night shore
#

yea ik

dim jay
#

does anyone know how to use preset or premade basecamps in the eden editor

#

i had used them the other day but i cant find them anymore

acoustic yew
dim jay
#

i did and that gives me a few, but the other day i pressed on groups and then props and i was given about 200 diffrent options for preset basecamps, and now i only see a few

acoustic yew
#

some mods add them in

dim jay
#

omg your amazing

#

it was the alive mod

#

thank u

woeful dragon
#

is there a way to get the voice lines from the campaigns? i would like to use some in a small project i'm working.

acoustic yew
woeful dragon
#

thanks

slate marlin
#

What’s an easy way to place down a bunch of trees, I’m making a custom map and need to create forest

solid zealot
#

is there a way to make a respawn point inside a static vehicle

#

the set up would be like a ambulance vehicle

#

so instead of spawning rigth the outside

#

you respawn inside if it as a passenger

bronze peak
#

onPlayerRespawn.sqf?

primal wave
cedar rampart
#

hey all - (multiplayer question from an editor newb) is there a way to constrain specific infantry role to specific respawn points? e.g. fighter pilot to spawn at the airfield etc?

primal wave
tacit zinc
#

Question about sectors;
I’m making a mission with a one way line of sectors, RO2 style (A -> B -> C). Currently I have a trigger with condition in B: (sectorA getVariable “owner” == west) and in C: (sectorB getVariable “owner” == west) to make sure B appears when A is taken, C appeared when B is taken. But I also noted an ‘Expression’ field in the sector module, can I use this to make it more efficient? Because now it has to check every x interval what the owner is

keen jolt
#

can I use this to make it more efficient?
yes. disable the other sectors using enableSimulation. only activate the next one when the current sector's taken (using the Expression field as you said)

tacit zinc
acoustic yew
#

using owner as a variable?

tacit zinc
keen jolt
solid zealot
#

how do you do a "3 times per person" respawn system?

mellow juniper
#
({_x in boat1} count (units grp1) isEqualTo count (units grp1))
``` is this a correct way to check if all units are in the boat?
keen jolt
keen jolt
solid zealot
#

or a system where you had your onw individuals respawns

#

eg:
at base all players start with 3 respawn points
if you activate a trigger, it adds one up

#

and if you lose all 3, you go to expectator untyl you get one more respawn point

#

also if possible to apply to vehicles

keen jolt
# solid zealot spectator

in onPlayerRespawn.sqf you can add

_respawnsRemaining = missionNamespace getVariable ["my_playerRespawns", 3];
_respawnsRemaining = _respawnsRemaining - 1;
if (_respawnsRemaining < 0) exitWith {
  //....
};
my_playerRespawns = _respawnsRemaining;

not sure how to do the spectator part. you can initialize the spectator mode in the //... part ofc, but I think the player can just exit it themselves 🤔
e.g.:

_respawnsRemaining = missionNamespace getVariable ["my_playerRespawns", 3];
_respawnsRemaining = _respawnsRemaining - 1;
if (_respawnsRemaining < 0) exitWith {
  ["Initialize", [vehicle player]] call BIS_fnc_EGSpectator;
};
my_playerRespawns = _respawnsRemaining;
solid zealot
#

because the tides of the game may change

#

and that¡s why i rather have espectator

#

or tbh

keen jolt
solid zealot
#

i have literally NO idea on how scripting works

keen jolt
#

it means exit the rest of the script

#

i.e not execute the rest

solid zealot
#

"but I think the player can just exit it themselves"

#

i've meant that

keen jolt
#

I'm not sure

solid zealot
#

ok

solid zealot
#

don't remember much about scripting

#

as a init.sqf or how?

keen jolt
solid zealot
#

also

#

any recomendations for programs to scripting

#

?

keen jolt
keen jolt
#

with SQF plugins

solid zealot
# keen jolt with SQF plugins

ok, got this part ready
_respawnsRemaining = missionNamespace getVariable ["my_playerRespawns", 3];
_respawnsRemaining = _respawnsRemaining - 1;
if (_respawnsRemaining < 0) exitWith {
//....
};
my_playerRespawns = _respawnsRemaining;

#

^wait how you used to change the text so it could be seen properly

keen jolt
#

!code

formal muralBOT
#
How to use SQF syntax highlighting in Discord

```sqf
// your code here
hint "good!";
```

// your code here
hint "good!";
solid zealot
#

!code

formal muralBOT
#
How to use SQF syntax highlighting in Discord

```sqf
// your code here
hint "good!";
```

// your code here
hint "good!";
solid zealot
#
_respawnsRemaining = missionNamespace getVariable ["my_playerRespawns", 3];
_respawnsRemaining = _respawnsRemaining - 1;
if (_respawnsRemaining < 0) exitWith {
  //....
};
my_playerRespawns = _respawnsRemaining;
#

ok

solid zealot
#

what should i see

keen jolt
#

nothing