#arma3_editor

1 messages · Page 61 of 1

solid zealot
#

i mean see

keen jolt
#

it doesn't do anything

solid zealot
#

do to testing it

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

i should have used that one?

keen jolt
#

yes

#

just make a file called onPlayerRespawn.sqf in your mission folder

#

and put that code in it

solid zealot
#

how do i test it?

keen jolt
#

respawn 3 times

solid zealot
#

want a clip?

keen jolt
#

No

#

Did you close the server?

solid zealot
#

quick question

#

cursing is allowed?

#

not to insult

keen jolt
#

Do you have to? meowsweats

solid zealot
#

dw

#

how do i close it

#

can't remember

#

man

#

i'm so rusty

#

i hate it

keen jolt
#

Just go back to eden

solid zealot
#

how do i close the sv

#

been a year since i don't do this

keen jolt
#

Go back to main menu
But no need. Just start the mission again

solid zealot
mellow juniper
#

how do i run animations globally? i need Acts_Abuse_abuser and Acts_Abuse_abusing animations

keen jolt
#

See if you see any message at all

mellow juniper
#

im using this switchmove "Acts_Abuse_abuser"; in init of the unit. it works in singleplayer, breaks in mp

acoustic yew
#

have you tried it from debug

#

init might be calling the animation before the engine is able to show it to you

mellow juniper
acoustic yew
#

try it in debug console

mellow juniper
#

works if with "server exec"

acoustic yew
#

isn't that what you want?

acoustic yew
#

if the animated unit is owned by the server*

mellow juniper
#

how can i run it on server

acoustic yew
#

for players you have to execute it on the player's end

mellow juniper
#

remoteExec?

acoustic yew
mellow juniper
#

so cond is "true" and then just play animation on activation?

acoustic yew
#

yeah

mellow juniper
#

kk

solid zealot
#

also @keen jolt what's a funtion call?=

#
_respawnsRemaining = missionNamespace getVariable ["my_playerRespawns", 3];
_respawnsRemaining = _respawnsRemaining - 1;
sleep 0.5;
systemChat "spectator";
if (_respawnsRemaining < 0) exitWith {
  ["Initialize", [vehicle player]] call BIS_fnc_EGSpectator;
};
my_playerRespawns = _respawnsRemaining;

@keen jolt you've meant the code like so?

acoustic yew
#

i dont think you gotta tag leopard so much he'll come back

solid zealot
#

ok

#

i'll wait then

rotund comet
#

if compositions place modules, they pull fresh updated ones, right? they do not contain old modules from older mod versions?

prisma oyster
solid zealot
#

XD

#

i feel gilty bevause of answering text with a ping

#

xd

prisma oyster
#

hue hue hue 😁

keen jolt
#

Tho that would work too

solid zealot
keen jolt
#

Yes

solid zealot
#

what i've did was manually respawnning 3 times

#

and seemed to not work properly

#

because i could more than those 3 times

keen jolt
solid zealot
keen jolt
#

It shows "spectator" at bottom left corner

#

Also as others said stop pinging me with every message...

solid zealot
#
_respawnsRemaining = missionNamespace getVariable ["my_playerRespawns", 3];
_respawnsRemaining = _respawnsRemaining - 1;
if (_respawnsRemaining < 0) exitWith {
  sleep 0.5;
  systemChat "spectator";
  ["Initialize", [vehicle player]] call BIS_fnc_EGSpectator;
};
my_playerRespawns = _respawnsRemaining;
#

test of this one, so leopard, the result should be that i wouldn't manually respawn rigth?

keen jolt
#

The result should be that after 3 respawns, you see a message at the bottom left corner saying spectator, and you going in spectator mode when you respawn

solid zealot
#

after 3 times

#

and may affect having tickets beforehand?

keen jolt
#

tickets?

#

It doesn't touch the game respawn tickets if that's what you wanted

solid zealot
# keen jolt tickets?

allow me to explain, how sould be the respawning settings placed so this whould work

#

ah ok

#

it doesn't

#

^ah mate, sorry for the ping

#

ffs

keen jolt
#

For now just try the script. After 3 respawns you should see a message. If not you probably didn't set up the script properly

solid zealot
keen jolt
#

Have you enabled file extensions in Explorer?

solid zealot
#

want to see a picture?

keen jolt
#

Yes

solid zealot
keen jolt
#

Yes

solid zealot
#

not esactly the way i've expected it, but it does

keen jolt
#

So what did you expect?

solid zealot
#

you can even control the player

keen jolt
#

I'm not sure, but maybe BIS_fnc_respawnTickets can disable that too

#

Yeah

#

Use that one

solid zealot
#

not as a group

#

unless ther'es a way to make a respawn system where you onyl respawn afer X ammount of time or your whole squad dies

tacit zinc
#

I would like to trigger a Spawn AI module when a sector is captured. I tried a couple of different triggers but the units synced to Spawn AI keep spawning at the start of the game instead of when the sector is captured. What trigger should I use to enable the module?

#

For example I tried
Sector -> Logic Unlock -> Trigger BLUFOR -> Spawn AI module

and

Sector -> Trigger seized by BLUFOR -> Spawn AI module

acoustic yew
#

At this point it may be easier to write a function and call that instead

keen jolt
#

you should be able to create the module using your trigger

#

or whatever it was you were using

worn tendon
#

hey guys, i cant seem to find the info i'm looking for... i'm very very new to mission making etc and was wondering if someone could tell me how i go about getting a hint to display a countdown for a trigger?

Example: Player walks into a trigger with the timeout set for 10 seconds, i'd then like a hint to show whilst theyre in the trigger area to do a visual countdown via a hint or something similar to show that progress is being made (want to avoid people getting confused as theirs no visual countdown initially)

tacit zinc
glossy ledge
#

Anybody know a way I can disable ai movement for a set period of time?

solid zealot
#

the issue is that you yet respawn

#

and after that you go to the spectator mode

leaden flax
leaden flax
# glossy ledge Completely inactive

Okay, the easiest way would be to store the AI objects in an array

The following code would disable the units:

AIToDisable = [];

{
  _x disableAI "move";
} forEach AIToDisable;

To re-enable the units, you would do:

AIToDisable = [];

{
  _x enableAI "move";
} forEach AIToDisable;

So to bring it together (in a simple, easy to use and understand method) do:


[unit1, unit2 etc] spawn {
  {
    _x disableAI "move";
  } forEach _this;

  sleep 30;

  {
    _x enableAI "move";
  } forEach _this;
};
#

You can replace the sqf sleep 30; with sqf waitUntil {condition};

glossy ledge
#

thanks

solid zealot
#

btw

#

what does sleep 0.5; mean?

#

also, what can cause a a player to spanw with a loadout that has nothing to do with the one they were supposed to wear?

#

^the diference is that the loadout is neither the one loaded, nor the one that the one that was modified wears

keen jolt
solid zealot
#

because it allows you to respawn

#

but when you do it

#

you appear again in spectator

#

if there was something more similar to an individual ticket system

leaden flax
#

You have to load all editable objects. Right click anywhere and you should be given an menu option to 'view editable objects' or something along those lines. You then can select 'All Map Objects' and then Okay and it should then add all placed down map objects to Zeus

round meadow
#

What would be the perfect length of downtime between objectives? Either I make my downtime too long or too short, struggling to find a balance, can any experienced mission dev share some advice.

acoustic yew
haughty verge
leaden flax
#

Ohhh I misunderstood you. You mean on the right hand side where you can spawn / select units, correct?

leaden flax
#

Oh so it happens on liberation?

leaden flax
#

Yeah I know what you mean

#

Basically Liberation prevents you from spawning AI, vehicles etc in via Zeus

#

It's an intentional feature

solid zealot
#

lol, arma 3 can't see my mission folder, how do i fix it?

solid zealot
rough drift
#

I don't think it is possible, however, I want to ask anyway. Is it possible to edit a mission in the editor but have any changes made by the players such as their position and loadout synced back into the mission without resetting ?

prisma oyster
#

nope

#

that's called a save 😛

rough drift
#

Saves can go back into the editor? (I'm getting back into Arma3 editing after many years away, forgotten half the stuff)...

prisma oyster
#

nope, a save file is tied to a mission file
so if you want players to be at their location when they left last session, either use save/load (if possible), or use a database & save/load system in the mission

#

(or server's namespace but it can be painful too)

rough drift
#

Yeah got you. Wanting to do it an MPMission. So that I can continue to edit the mission file in a persistant mission but keep the locations and loadout info. Possible using database and still being able to edit?

prisma oyster
#

I think so

rough drift
#

Thanks dude.

worldly nacelle
#

hey, does anyone know where is the option that allows you to spawn compositions ? did they move it?

jovial owl
#

compositions can be found to the right hand side f2, props or custom tab if you have a workshop composition

worldly nacelle
#

oh yeah, thanks man

jovial owl
#

np 😉

i got a question and not sure where to ask it but i take it this can be the best place for it?

im setting up custom flag poles with "SetFlagTexture" and im wondering how to get a png on it to get holes in the flag but pngs dont work and i can change them in paa so idk

jovial owl
#

hm, oh....... the fu.... ok Paa converter works now, first of it didn't popcat

prisma oyster
#

I prefer TextureViewer to PAA Converter though
good thing it worked! 🙂

tacit zinc
#

Is it possible to get the Virtual CAS Provider to work with mod aircraft? I have the falling planes on call in issue, but I would like to avoid an ACE dependency in my mission which is why I don’t use Simplex

jaunty turret
#

Hey had some questions about if it was possible to change a Edit Terrain Object module to run locally.

keen marsh
#

For zeus. only vanilla assets available. how do i put mods in zeus editor?

supple holly
safe ledge
#

Hello, I want to make my 2nd and 3rd waypoints so that they activate on a trigger so that I don’t see them on my screen until that trigger is activated, any help?

stone sphinx
#

Quick question, opinions on Zeus missions with ALiVE

acoustic yew
#

bad

#

that's the short answer

#

long answer is ALiVE encourages lazy mission making and should be used sparingly imo

#

I've been invited to arma nights where they just ran with automatically generated mission tasks and it did not feel respectful of players' time

modern plover
#

Its good for dynamic civs

#

But yeah, it's bad for OPFOR

hollow brook
#

Hi, is it possible to set multiple trigger owners?

lethal beacon
#

these two compliment each other rather nicely with HAL being a ruthless commander at times

ALiVE making civz react nicely

And stuff like LAMBS giving them some extra girth

weak gale
#

if i disable the simulation of an object that i want to display a texture on with setObjectTexture, will the texture show up normally in multiplayer? i recall having an issue where simple objects wouldn't show custom textures in multiplayer, although they did in the editor.

quick shuttle
#

so im trying to set a trigger to complete an objective when three separate mi48s are destroyed, but i dont know how to link all three of them to the trigger. they all have a different variable name and ive tried writting the expressions these two ways:

!alive MI481, MI482, MI483
and
!alive MI481
!alive MI482
!alive MI483

but neither of them work, it's probably very obvious what im missing, but i cant figure it out

past sun
# quick shuttle so im trying to set a trigger to complete an objective when three separate mi48s...

The first one will not work because there is no syntax that alive command takes like 3 parameters but it only takes 1... so it is faulty...
The 2nd one is right but they are 3 separate lines so you need to connect them(wont work because you did not use semicolon ";" to separate each operation, but would only activate if and only if MI483 is dead because it is the last line that will be checked) ... You want condition to return true once all 3 are dead thus you want to connect them using && (and) operator:
if MI481 dead AND if MI482 dead AND if MI483 dead; activate...
https://community.bistudio.com/wiki/a_%26%26_b
https://community.bistudio.com/wiki/and
Both are doing the same work ^

quick shuttle
past sun
#

there are other ways to write it as well of course but the most simple version is this way for starters ofc.

quick shuttle
keen jolt
#

But setObjectTexture is local

ebon quiver
#

I noticed recently that editor compositions appear in Zeus. When i adjust these compositions in the editor, the changes do not reflect in zeus when I try to spawn them.

stone sphinx
#

Also, to all of you who work with .paa files, you are stronger than I. I could not for the life of me get anything in that area to work.

prisma oyster
stone sphinx
#

Oh, fuckin hell. I had thought it was something like needing to be 256×256 or such

#

Welp, I always have next week for the Intel. @prisma oyster do you know a good video for incorporating ace Intel photos and regular photos into mission?

glossy sierra
#

Is there a way to create mission dependency?
I am aware that some mods create dependency when they are used in editing/exporting but I have a few that aren't creating dependencies and I would like them to.
I am unable to put down anything to create a dependency the usual way.

acoustic yew
#

have you looked in mission.sqm?

glossy sierra
#

Wasn't aware i could do that tbh 😂

Ill try it!

mighty creek
bronze peak
#

Yeah, but it can get funky... always back your sqm's up before you tamper.

mighty creek
bronze peak
#

Casual removals are the best removals.

#

Honestly, I recommend you just don't unless you really know what you're doing.

mighty creek
bronze peak
#

Especially since you can also get rid of dependencies by merging the mission onto a fresh file.

mighty creek
#

yep

#

but

#

that will change

#

a few things

#

names mainly

#

changes group names

manic narwhal
#

hi guys
sometimes while i zeus, some annoying red lines appear on screen. any fix or workaround?

bronze peak
bronze peak
dim kindle
#

alguien echa una partida y me añade en un servidor

#

i want to join a server

mighty creek
manic narwhal
bronze peak
stone sphinx
#

@glossy sierra Boy I just fell in love with your work. Thank you for the Generals Compositions.

glossy sierra
stone sphinx
#

I'm glad to see someone who enjoys the universe

winter nymph
#

how do I make the Independent faction fight blufor in zeus/editor

stone sphinx
#

Go to attributes>general

dim jay
#

Hey I’m trying to create a description.ext file for sound triggers in my scenario, but when ever I convert the blank txt file to ext this pops up

#

" can not open file C\Users\Owner\OneDrive\Documents]\Arma 3 - Other

dim jay
#

It’s the halt command

acoustic yew
small vector
#

Is there any way to copy equipment classnames while in the arsenal?

#

There's the export option, but that has a lot of rubbish I don't need

acoustic yew
#

I don't think there's a way to click and ctrl+C like in the config viewer

#

but when you click a weapon for example your player automatically holds it so you can do something like copyToClipboard str primaryWeapon player in a keydown event handler for example

small vector
#

Worn equipment (uniforms, vests, etc) and weapons are the priority. I’m trying to assemble a whitelist for the KP liberation arsenal.

acoustic yew
#

oh that shouldn't be too hard

#

give me a minute

#
findDisplay 46 displayAddEventHandler ["KeyDown", {
    private _key = _this # 1;
    if (_key == 41) then {
        private _classnames = [
            primaryWeapon player,
            handgunWeapon player,
            uniform player,
            vest player,
            backpack player
        ];
        copyToClipboard format (["%1 %2 %3 %4 %5"] + _classnames);
        systemChat "Copied data!";
    };
}];

toss this in the console and you're good to go. tap ~ and it'll copy the classnames to your clipboard

small vector
#

Thank you so much!

#

I assume that I can also remove things I don't want from the part of?

   handgunWeapon player,
   uniform player,
   vest player,
   backpack player```
acoustic yew
#

yeah hold on i'll do you one better

#

but you can remove stuff from that list yes

#

hm

#

display46 event handler not working in arsenal thonk

#

if i check allDisplays it says -1

#
[missionNamespace, "arsenalOpened", {
    private _display = _this # 0;
    _display displayAddEventHandler ["KeyDown", {
        private _key = _this # 1;
        if (_key > 58 && _key < 65) then {
            private _idx = (_key - 59);
            private _selection = [
                [primaryWeapon player,"primary weapon"],
                [handgunWeapon player,"handgun"],
                [secondaryWeapon player,"launcher/secondary"],
                [uniform player,"uniform"],
                [vest player,"vest"],
                [backpack player,"backpack"]
            ] select _idx;
            _selection params ["_classname","_type"];
            if (_classname == "") exitWith {systemChat format ["No %1 found.",_type]};  
            copyToClipboard str _classname;
            systemChat format ["%1 Copied to clipboard!",_classname];
        };
    }];
}] call BIS_fnc_addScriptedEventHandler;
#

anyway for some reason I can't get it to work while in the arsenal but with this code you can back out of the arsenal and press the function keys to copy the corresponding classnames in quotes and ready to paste in your code @small vector

EDIT: works in arsenal 🙂

#

I'm going to need someone smarter than I to explain that to me

small vector
#

Woah, that's really cool, thanks again!

acoustic yew
#

sorry it doesn't work while in the arsenal, that kind of defeats the purpose of going through classnames quickly

#

I'm assuming the game does something to stop other inputs from working while in the arsenal, I'll look into exactly what because this might be useful code to share

small vector
#

It's still a lot faster then by hand

acoustic yew
#

also forgot launchers

#

oops!

small vector
#

is that just launcher player

acoustic yew
#

secondaryWeapon player

small vector
#

alright

acoustic yew
#

edited the block ^

#

just added +1 to the range of keys and threw it on the list

#

in case it's hard to understand it from my sheer lack of comments

small vector
#

Got it!

dim jay
acoustic yew
#

that directory might require permissions to modify

dim jay
#

I would send a pic but I don’t know how on discord

acoustic yew
#

you have to dm it to me with this server

acoustic yew
#

it's pretty useful 👀 im keeping this snippet around

small vector
acoustic yew
#

beats what we had in arma 2

modern brook
#

hi guys
I tested it to make slides with ace mode, I watched a lot of videos, I applied them all, but unfortunately it does not work, can anyone guess why?

modern brook
#

unfortunately, it doesn't work.

#

I tried every way but it doesn't work, I did the exact same thing.

acoustic yew
modern brook
acoustic yew
#

what arguments are you calling the function with

#
[[object1, object2], [controller1], ["images\image1.paa", "images\image2.paa"], ["Action1", "Action2"], 5, "My Slides", 1] call ace_slideshow_fnc_createSlideshow;
``` this is the example, what did you write
modern brook
#

oh sure give me a second

uneven leaf
#

how would i go about restricting a player slot to admin only

#

or certian players, i have an open world server with zeus set to #adminLogged, however i want a specific role for people running zeus to use which is a civilian so they wont get shot

bronze peak
#

Add ZEN into the modpack. Zeus can hide himself that way and become invisible.

#

You can also switch the side of individual units, so if that floats your boat more, you can switch your side to Civilian on the fly.

uneven leaf
#

ZEN is in the modpack

#

but thats not answering my question

bronze peak
#

It was a simpler alternative. There is a way to whitelist slots, but it would be infinitely easier to just use what ZEN already gives you for that purpose.

uneven leaf
#

which script would i use for that

#

to match uids and stuff

acoustic yew
#

on mobile so can’t write code properly but if you make initPlayerLocal.sqf and write

params ["_player"];

private _whitelist = [17285736272847,173749573758];

if (side _player == civilian) then {
if !((getPlayerUID _player) in _whitelist) exitWith {endMission "LOSER"};
}

#

Ideally though this check would be made serverside for security

#

I'll write something later if no one else does @uneven leaf

uneven leaf
#

ok

acoustic yew
# uneven leaf ok
//initServer.sqf 
private _adminUIDs = [];
uiNamespace setVariable [ART_adminUIDs,_adminUIDs];
//Functions/whitelist/fn_checkWhitelist.sqf
//SERVER ONLY
params ["_playerUID","_client"];
private _adminUIDs = uiNamespace getVariable [ART_adminUIDs,[]];
if !(_playerUID in _adminUIDs) then {
    "LOSER" remoteExec ["endMission",_client];
};
//initPlayerLocal.sqf
params ["_player"];
if (side _player == civilian) then {
  [getPlayerUID _player,clientOwner] remoteExec["ART_fnc_checkWhitelist",2];
};
//description.ext
class CfgFunctions
{
    class ART
    {
        class whitelist
        {
            class checkWhitelist {};
        };
    };
};
#

i don't work with public servers or anything but I think this is the secure way to do it

#

your array of admin UIDs goes in the [] in initServer.sqf

#

i have to go now someone will probably say something if I'm wrong

glossy sierra
leaden flax
quiet plume
#

what, "mission.sqm"? CfgConvert from Arma 3 Tools can debin it
P.S. or you can just untick the "Binarize config" when saving (or in mission general attributes iirc)

glossy sierra
#

Had a feeling it nay be that. Thanks.

modern brook
#

hi guys

#

Does anyone use the simplex support services mod, if anyone does, can anyone explain how to do a logistics airdrop?

solid zealot
#

How can i disable alt+right click teleport?

acoustic yew
solid zealot
solid zealot
acoustic yew
#

does it happen with only ace and cba loaded?

solid zealot
acoustic yew
#

no other mods?

#

nothing loaded?

solid zealot
#

but it happened with other mods still

acoustic yew
#

have you tried without any mods loaded

#

does it happen with one mission or every mission

#

because that's not an ace feature afaik

solid zealot
acoustic yew
#

now try with just ace/cba

solid zealot
solid zealot
#

with alt-P

#

*alt+rigth click

acoustic yew
#

fresh mission file?

solid zealot
#

literally made a new scenario, went to the preview

#

to play it in single payer mode

#

and got teleported

acoustic yew
#

are you sure you have no other addons loaded

#

does it happen on other people's servers?

solid zealot
solid zealot
#

only ace3 and CBA3 because it is mandatory

#

seems it was a feature or soemthing

acoustic yew
#

but you said it doesn't happen when you don't have mods loaded at all?

#

i suspect it will still happen if you just load cba

solid zealot
acoustic yew
#

i wish i could confidently say I knew the answer but I'd reinstall cba in case a file got written over somehow

solid zealot
solid zealot
#

Ok, so the problem is cba, but doesn't matter if i restore it,it keeps teleporting me

gaunt hawk
#

hello everyone, I would like some help, I am creating a multiplayer mission, PvE, on the Chernarus 2035 map, I would like to make the vehicle wrecks disappear, perhaps using the Hide Terrain Object module, could you tell me how to do it? thank you.

golden aurora
#

You place it down on the ground where the wrecks are.

gaunt hawk
golden aurora
#

You can ask your question there.

grand trout
#

Is it possible in the editor, without scripts, to make an AI spawn with a completely random loadout? As in, each time I start the mission, the AI will have a completely new randomised loadout?

acoustic yew
dim kindle
#

anyoneknow why my artillery support thing in editor either says "invalid range" or is grayed out and wont fire?

#

i need a fix, help pls ty

grand trout
dim kindle
#

mid

#

far

#

near

#

it just wont wokr

vestal perch
#

in editor?

#

or in game preview?

dim kindle
#

editor

dim kindle
#

got it working.. had to place art out of map bounds 💀 .

vestal perch
#

what artillery?

#

you got some very tiny map?

#

😅

#

some maps can be entirely inside minimum range of some artillery pieces

solid zealot
#

is there any reason as why may I spawn in a loadout diferent from the one i've had for a unit

#

?

solid zealot
#

at least for me, what is happening is that i'm using a survivor entity right?

#

but when i spawn

#

or start the game

#

it appears with the original loadout, thought i've modded it

#

or changed the original loadout

acoustic yew
#

Are you using a respawn system or spawning where the unit is placed? Have you reproduced this without mods loaded?

acoustic yew
#

afaik this is not normal behavior and a mod could be interfering

#

does it happen with ai as well

solid zealot
#

no

solid zealot
acoustic yew
#

with no mods?

solid zealot
#

it seems to work now

#

weird AF

#

but where i want it to work it doesn't

#

ok

#

got it fixed (somehow kek)

glossy sierra
glossy sierra
#

Here, this is what i use.


respawnOnStart = -1;                                 //-1 = Spawn at eden-pos incl EDEN loadout, 0 = Spawn at eden-pos 
                                                                                                 and run respawn script*,
                                                                             1 =  Respawn & choose respawn location```
#

and then if you want players to respawn with their modded kit rather than anything else..

solid zealot
#

but one question

_respawnsRemaining = missionNamespace getVariable ["my_playerRespawns", 3];
_respawnsRemaining = _respawnsRemaining - 1;
if (_respawnsRemaining < 0) exitWith {
  sleep 0.5;
  systemChat "spectator";
  ["Initialize", [vehicle player]] call BIS_fnc_EGSpectator;
};
my_playerRespawns = _respawnsRemaining;
#

i've had a issue w/ that script, that when it went as a expectator, it even allowed you to respawn in a indifenied ammount of times

#

how can i modify it in order to make it so you can't do anything but expectate if you don't have any respawn left

steep hawk
#

I am having this issue where there the on activation part of movement waypoints happen a waypoint before they are suppose to. Is this a bug or a setting? It is strange because it was working as expected, and while editing it just switched to making the scripts happen before.

For context: (#3Move has the "On Activation" script to delete the jet.)
Expected: #1Move → #2Move →#3Move → Jet gets deleted
Actual: #1Move → #2Move → Jet gets deleted

digital ledge
#

How do I make it so an AI only follows a move waypoint if a trigger is activated? I tried searching it up, but nothing has worked.

digital ledge
#

i'll try that

#

nope doesnt work

#

ai still follows the trigger

low quest
digital ledge
#

what?

low quest
#

the AI

digital ledge
#

how you normally place a troop....

#

what type of question is that

#

i dont get it

low quest
#

lol i understand, hang on buddy, this might get long winded

digital ledge
#

are you asking how I am placing down the troop?

low quest
#

no no

#

i need to know if you are spawning them

digital ledge
#

sorry i am not native to english

low quest
#

or placing them because that matter

digital ledge
#

what is the difference?

#

i place them in the eden editor

low quest
#

a spawn group using scripting has to be found differently than a group that was placed down

digital ledge
#

???

#

i dont get it

#

do you know how to help with my problem?

low quest
#

yes

digital ledge
#

ok

#

how do i fix?

#

sorry if i seem rude

#

i have been trying to fix this for a while

low quest
#

ok first you need to name all the AI groups you have placed down on the map

digital ledge
#

what???

#

what is ai group?

#

you mean like

#

alpha 1-1

#

alpha 1-2

#

stuff like that?

low quest
#

double click on the squad leader of the AI and youll see at the vary top theres a spot call variable name. you need to put somthing in that box, for each squad leader

digital ledge
#

im trying to move one unit

#

i did not say anything about a group of ai

low quest
#

the group of AI is the squad

digital ledge
#

okay but im trying to move one ai

#

one troop

low quest
#

just one?

digital ledge
#

yeah, just to test this out

#

well not just to test it out

#

idk how to say it in english

low quest
#

ok double click on him and youll see the same thing

digital ledge
#

ok

#

i call him a variable?

low quest
#

yeah and a variable is anything you want to call it

digital ledge
#

ik

#

after i name him the variable then what?

low quest
#

the trigger needs be to set up. how are you making the trigger go off?

digital ledge
#

i know, im not a dumbass

#

i know at least some basic shit about

low quest
#

i dont know that

digital ledge
#

yknow

#

triggers

#

and other stuff

low quest
#

so how is it going off

#

what makes it go

digital ledge
#

its going off if someone on the opposite team is in the space of the trigger

#

the size of the trigger is 5, 5, 1

low quest
#

ok so where do you want the AI to go?

digital ledge
#

to the waypoint

#

which i assigned them to

#

and i connected the waypoint to the trigger

#

but it does nothing

low quest
#

ok so you need to place down a maker

#

and name the marker

digital ledge
#

marker?

#

arent markers just a map thing

low quest
#

look in the editor

#

yes but the empty marker is used for things like this

digital ledge
#

ok

#

where do i find the empty one?

#

in the markers tab

#

nvm i found it

#

ok now what?

low quest
#

alright so now you need to put this on the trigger in the on activation box

name of the AI addWaypoint [name of the empty marker,0];

#

name of the empty marker setWaypointType "MOVE";

digital ledge
#

ok

digital ledge
low quest
#

yes

dim kindle
#

any1 here a good eden editor?

digital ledge
#

ok let me test it out now

#

it works

#

thank you so much bro

low quest
#

anytime man

digital ledge
#

i appreciate it

#

@low quest ah shit

#

it aint working anymore

low quest
#

whats it not doing?

#

because i have another way of doing it

digital ledge
#

it says

#

Error addwaypoint: Type object, expected group

low quest
#

ok so in the activation box put

_group1 = group name of the AI;

_gpwaypoint = _group1 addWaypoint [name of empty marker,0];

_gpwaypoint setWaypointType "MOVE";

digital ledge
low quest
#

no it needs you to get the group of the AI

digital ledge
#

i still dont get what that is

#

do i just put it as the variable name

#

of the troop

low quest
#

so basically your getting the group of the AI and making a waypoint for that group then setting that waypoint to a move waypoint

digital ledge
#

what is the group of the ai

#

what does that mean

#

do you mean like

#

a squad

#

like when theres multiple soldiers and there is a guy leading them

low quest
#

no ill show you what the group looks like

digital ledge
#

and he goes by alpha 1-2 for example

#

or any callsign

low quest
#

ok so in game when you hit the escape in the box called execute but theaigp = group name of the AI;

digital ledge
#

?

low quest
#

then in the watch box put theaigp

#

youll see

digital ledge
#

i didnt understand

#

a single thing

#

you just said

#

sorry

low quest
#

ok so what i mean by in game is you are able to look around with your character

#

and the AI guy your trying to move is supposed to be moving

digital ledge
#

yes?

#

yes

#

what about it?

low quest
#

right, hit the ESC key and pause the game

digital ledge
#

ok?

#

you mean the console?

low quest
#

yes

digital ledge
#

i just want the guy to move

#

i am hoping to publish this

#

on steam workshop

#

i dont think the people who might play this

#

know that they gotta do this

low quest
#

ok so just put what i told you to put in the triggers on activation box

digital ledge
#

what is a group though??

#

like what does it mean

#

name of group

#

is the one guyh

#

considered a group?

low quest
#

yes

#

a group of 1

digital ledge
#

ok

#

so do i just make the group name

#

the variable name

low quest
#

no

digital ledge
#

oh

low quest
#

its already made

#

you just need to get it

digital ledge
#

how

low quest
#

the way i showed you

digital ledge
#

i just put theaigp

#

?

low quest
#

no

digital ledge
#

what do i put?

#

can you tell me comand

#

or somethign

#

i dont get this shit

#

are you sure there isnt a more simple way

#

that doesnt require this stupid shit

low quest
#

this is what need to be put in the triggers on activation box

_group1 = group name of the AI;

_gpwaypoint = _group1 addWaypoint [name of empty marker,0];

_gpwaypoint setWaypointType "MOVE";

digital ledge
#

that i am not english enough to understand

digital ledge
#

what does that mean

#

do i just put whatever

low quest
#

_group1 is becoming what ever group name of the AI is

#

then your passing that group

digital ledge
#

can you give me

#

an example

#

i dont get it

#

what the fuck is a group name of ai

low quest
#

ok hold on

digital ledge
#

can you explain

low quest
#

what is the name of the AI your trying to move

digital ledge
#

americansoldier

#

that is the variable name

low quest
#

ok

#

what about the marker? whats is its name?

digital ledge
#

ambush1

low quest
#

ok

#

_group1 = group americansoldier;

_gpwaypoint = _group1 addWaypoint [ambush1,0];

_gpwaypoint setWaypointType "MOVE";

digital ledge
#

ok

#

do i delete the previous stuff i put in the trigger on activation box?

low quest
#

yes

digital ledge
#

ok

low quest
#

hang on

acoustic yew
#

!code

formal muralBOT
#
How to use SQF syntax highlighting in Discord

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

// your code here
hint "good!";
acoustic yew
#

if you aren't aware

low quest
#

i wasnt thank you

#
_group1 = group americansoldier;

_gpwaypoint = _group1 addWaypoint [getMarkerPos "ambush1",0];

_gpwaypoint setWaypointType "MOVE";
digital ledge
#

it shows an error

#

can i send you the screenshot in dm's?

#

i cant post images here

low quest
#

sure

low quest
#

ohhh

#

right

acoustic yew
#

getMarkerPos takes a string

low quest
#

yeah i know im just not thinking

lofty tundra
#

Hi, sorry if this is an obvious one. But when testing a mission in Editor and going Play > Play in Multiplayer, and then returning to the Editor, the server remains running in the background. For a full shutdown of the server I've been running my mission in single player where it gives an option to shut down the running multiplayer server. From there I close the single player game and the server is shut down.

Is there a command that'll just do this in the debug menu without having to go through all of that?

small vector
#

I’m not sure if this is the best place to ask this, but can I somehow view the raw damage values for weapons? I want to know how different grenades from various mods actually compare to each other.

bronze peak
#

...config viewer may offer such knowledge.

#

Otherwise, configs themselves, I'm afraid.

solid zealot
#

is there any way to make a capture point gamemode where the game is determined if you hold 3 capture points by a determined ammount of time

#

this made by sectors

sinful zenith
#

Can one set the position of the in-3den camera via script?
Like if someone says "look at these coordinates" can I somehow put that into script to get exact same view as they had

past sun
vocal pike
#

hello do you guys know how can increase the visibility in the editor mode on multiplayer? Every time I play on multiplayer editor I cannot see much while flying.

cinder glade
past sun
earnest siren
#

Can I make a sequence of waypoints, activated by a trigger, repeatable?

#

for context: players respawn in a helicopter, said helicopter is loitering outside of the AO.

I have a trigger that activates an "unload" order to a predetermined LZ. The trigger is activated by any players presence in the aforementioned helicopter.

After unloading, the helicopter returns to it's original loiter.

I would like this sequence to be repeatable, is it as simple as making the trigger repeatable. Do I need to add a "cycle" waypont? I feel like either would be way too easy for Arma standards...

acoustic yew
#

If it's a repeatable trigger you might as well just script the waypoints

#

Especially if it's just unload>loiter

earnest siren
acoustic yew
#

yeah it's pretty straightforward, you use addwaypoint to create it and there are commands to edit the type

earnest siren
#

the example on the biki said: _wp = _grp addWaypoint [position Player, 0];

I don't understand the "_wp = _grp" bit, as I'm a novice at scripting. Nor do I understand where to put the coordinates lol

#

I'm afraid it'd misunderstand the X-axis as the centre, and the altitude as the radius

acoustic yew
#

_wp is to store the return for addwaypoint, you use _wp later to modify the waypoint

#

_grp is the group you add the waypoint to. It's just like how you add waypoints to a group in the editor. You can set a variable for a group in the editor or use a command to retrieve the group in-game

#

_wp and _grp are examples of local variables

earnest siren
#

so if the variable were heli1, I'd change _grp to heli1, correct?

acoustic yew
#

yeah

earnest siren
#

that's super helpful. thank you

acoustic yew
#

yw

earnest siren
#

as for the coordinates, do I put them in like [{12345,12345,12345}, 0] ?

acoustic yew
#

no don't use {}

earnest siren
#

"?

acoustic yew
#

for subarrays you just put brackets inside brackets

#

[[0,0,0],0]

earnest siren
#

okay, that makes a lot more sense, thanks!

acoustic yew
earnest siren
#

that's a good read, I'll have a look. Thank you

ember nacelle
#

Hello,
Does anyone know how to read that mortar scope / sight ?
https://www.zupimages.net/up/22/19/ep5i.jpg
Thanks in advance

  1. What kind of Azimut unit is it ==> (MILS Toggle with ace) ✅
  2. What is TRV under range ? ❓
  3. What is REL under elevation ?❓
acoustic yew
#

at least in vanilla

drifting eagle
#

So, I'm trying to make a helicopter tried to land in a spot I wanted, but for some reason they just land whenever the squad I put in the helicopter spot an enemy? And it just randomly lands in spots before it even got to the transport unload waypoint, I set up the AI to be careless, and an invisible helipad.

#

Does the result of the helicopter land because of the squad in that helo?

#

(They're in separate groups)

agile ingot
#

you can attach the waypoint to the pad, just drag the WP over the object icon of the helipad. Without a pad the AI picks a spot themselves near the WP.

drifting eagle
#

That's the problem though, I did

#

I'm in school rn so I'll try to give me clarification

#

Once I'm home

keen swallow
#

Anyone ever tried to use Eden in a remote desktop?

When I use right click to turn the camera, it just rotates chaotically. Is that a known thing?
Gameplay works just fine

prisma oyster
keen swallow
#

Thanks!

mild obsidian
#

How do I make a local trigger?

past sun
fleet lava
#

Hello !!
Ive got a question regarding the Ace slideshow module. Despite having all variable names correct it seems that i can not Ace interact with my ''controllers''. Is there something im missing ??

fleet lava
leaden prawn
#

Hi, how do you sett a random next map?

modern brook
#

hi guys
I want to design a task and in the middle of this task the screen will go black and my team will wake up to another hour in another place can I do all this?

acoustic yew
#

yeah

#

you'll need to write a script

modern brook
#

do you have a video about it or can you tell me how to do it.

acoustic yew
modern brook
#

multiplayer

acoustic yew
modern brook
#

We are already 7-8 people, so there is already a scenario, but I want to do it without spoiling the scenario here.

acoustic yew
#
//skipHour.sqf
if !isServer exitWith {};

private _endPosATL = [0,0,0]; //teleport position in ATL format 
private _units = allPlayers;  //units to apply
private _hours = 1;           //hours to skip

[0] remoteExec ["BIS_fnc_fadeEffect",_units];
sleep 5;
skipTime _hours;
{ _x setPosATL _endPosATL } forEach _units;
sleep 5;
[1] remoteExec ["BIS_fnc_fadeEffect",_units];
#

you can just slap this in a .sqf in your mission directory and use execVM to spawn it

glossy sierra
#

any ideas as to why objects that have setObjectScale arent working on my server?
They work and scale correctly on a local hosted but not on our server

sinful zenith
#

Probably typical locality issue, setObjectScale has local effect-ish

modern brook
modern brook
acoustic yew
glossy sierra
modern brook
acoustic yew
#

maybe not with BIS_fnc_fadeEffect

#

with cutText yes

modern brook
modern brook
acoustic yew
#

make a text file in your mission root

#

paste the code in

#

rename it to skipHour.sqf

#

in a server-only trigger you can write execVM "skipHour.sqf"

#

and if it doesn't do what you want you can edit the file

thick dune
#

Is there a way to remove the stats from the MP debriefing screen where it shows "your kills" and etc?

supple holly
thick dune
fleet lava
#

Anyone know why Arma keeps adding "" to line of code in the mission.sqm ???

I got this on a laptop for a slideshow [[briefingscreen], [brieflap], ["images\briefing\acid1.jpg", "images\briefing\acid2.jpg"], ["Action1", "Action2"], 0, "My Slides", 1] call ace_slideshow_fnc_createSlideshow;

but when saving the mission file it changes to this in the mission.sqm

[[briefingscreen], [brieflap], [""images\briefing\acid1.jpg"", ""images\briefing\acid2.jpg""], [""Action1"", ""Action2""], 0, ""My Slides"", 1] call ace_slideshow_fnc_createSlideshow;";

plain gale
#

Because it's saved as string. Nothing to worry about.

fleet lava
#

@plain gale But the latter makes it stop functioning though, i have to go back to the mission.sqm, remove the extra quotation marks to make it work again ingame. But as soon as i save and go back ingame i get an error showing up.

plain gale
#

You don't have to, the engine will automatically compile it back to what it was before

latent fog
#

I have a question

#

I am making a mission where my guys drive past some dead soldiers and civilians. But when I put them down in the editor, they go into a knocked out pose instead of a ragdoll. (They are still technically dead though.) I have figured out that this is because I am too far away from them when the mission starts. Any way to prevent this?

acoustic yew
latent fog
#

ohh right i could just use a trigger thank you

acoustic yew
#

be sure to test behavior on dedicated

chilly cave
#

Hi,
Is there a function that allows you to place a variable on an area in the editor, so that the objects of the base mapping, in this area, are in godmod (damage disabled)?

bronze peak
#

Double click on the object, Special states, Enable damage

chilly cave
#

I know that, thank you.
Read what I said, I'm talking about "base mapping" so what I can't modify myself, hence my request to make an area where we could disable the damage.

quiet plume
#

"base mapping" as in pre-placed map objects?

chilly cave
#

Yes that's right, the buildings already placed on a map.

quiet plume
#

well, for the single buildings there is a module (Environment -> Edit Terrain Object) that can be used to disable the damage.
As for the areas - i can't think of any non-#arma3_scripting solution, sorry

chilly cave
#

I just saw this indeed, but it seems to be for one object at a time?

Thanks for the info anyway!

inner notch
#

hi, does anyone know how to add flares to a vehicle?

bronze peak
warm cove
#

Whenever I load up a mission (duws)and go into Zeus for the first time I have all my addons(factions,modules etc)then if I save and exit and return into the mission some of the modules or factions will disappear from Zeus . Anyone have a fix?(Don’t know if this is the right chat for this if not let me know and I’ll remove this comment)

stone sphinx
#

Hey guys, do any of you know of a way to script an AI to shoot itself? Need it for a campaign element in an upcoming operation

acoustic yew
twin flame
#

what is the command to spawn a arsenal?

keen jolt
#

["Open", [true]] call BIS_fnc_arsenal; will give you full arsenal

hybrid dove
#

Hi, I'm so sorry for killing the mood, guys I think I need a little help to implement an animation an add a little more dept to my single player mission

I used a trigger and object init for the think but I'd like to have a custom animation like in vanilla arma, so far I'm with

**init item:
this addAction ["Pickup Virus_Samples","deleteVehicle Virus_Samples"];

trigger condition:
!alive Virus_Samples;**

keen jolt
#

if so, go to animation viewer, find the animation you want (it's most likely under Stand and Misc), and play it as this addAction ["Pickup Virus_Samples","_this#1 playMoveNow 'animation_name'; deleteVehicle Virus_Samples"];

#

replace animation_name with the actual animation name

hybrid dove
#

It will work with the this ?

keen jolt
#

@hybrid dove actually try this. if it works it's a lot simpler (no need to look for animation name):

this addAction ["Pickup Virus_Samples","_this#1 playActionNow 'PutDown'; deleteVehicle Virus_Samples"];
#

also I don't know why you use a trigger for this

#

it doesn't need a trigger

hybrid dove
#

I used the trigger to synch it with the task state

keen jolt
#

You can just use the function BIS_fnc_taskSetState, which is way faster than looping with a trigger

pliant plaza
#

anyone know a good parade mod?

hybrid dove
bold estuary
#

anyone know a way to hide grass in a speciefied area?

#

hide terrain object works for trees but not grass

#

grass cutter object is too small

#

i need to cover a wide area

keen jolt
bold estuary
#

thats my last resort lol

#

will update when i try it

keen jolt
#

grass cutter is a decal. that's why it can hide the grass

bold estuary
#

damn

#

theres actually 1 way

#

turn terrain quality to low Kek

#

but that removes grass everywhere

drowsy nova
#

I'm trying to close the door of an LAAT for a picture, does anyone know how to do that?

quartz spade
# bold estuary i need to cover a wide area

You would need multiple grass cutters. Either:

  1. Manually place them all
  2. Use 3DEN enhanced's placement tool to place them in a large grid
  3. Script a function to cover a large area by placing grass cutters in a grid
rich basin
#

can I get a # for general

long dune
#

I'm having problems setting up a mission using zeus modules. It seems like when i have a Set Costs - Soldiers & Vehicles module it removed most of the placeable objects from my zeus interface, so i cannot place any modded cars or most modded units

tame crypt
# bold estuary anyone know a way to hide grass in a speciefied area?

{
if(
markerShape _x == "RECTANGLE" &&
toLower _x find "grasscutter" == 0
) then {
if(isServer) then {
_sin = sin markerDir _x;
_cos = cos markerDir _x;
markerSize _x params ["_mw", "_mh"];
markerPos _x params ["_mx", "_my"];
for "_i" from -_mw to _mw step 7 do {
for "_j" from -_mh to _mh step 7 do {
createVehicle ["Land_ClutterCutter_large_F", [_mx + _cos * _i + _sin * _j, _my + -_sin * _i + _cos * _j, 0], [], 0, "CAN_COLLIDE"];
};
};
};
deleteMarkerLocal _x;
};
} forEach allMapMarkers;

This should use any map markers you named «grasscutter» and turn it into an array of your small cutters. Change the shape if you dont like rectangles.

Put code into Init.sqf

plain gale
#

If you put it into init.sqf you might wanna wrap it all into isServer

rapid kraken
#

grass in arma just makes you worse than the ai and nothing else

#

and is even bad on performance

jaunty turret
junior gust
#

hey guys, i am missing a lot of modules in my zeus, is there a way to add them all to be available all the time?

supple rampart
#

How can I create an objective for the player?

uneven shore
#

Heyo, I want to lightly edit a scenario/showcase to add an ACE arsenal and maybe a Zeus slot. Where can I find a tutorial for that? tyia

tacit zinc
scarlet crystal
white moth
#

yo anyone know how to get it so on mission start players don't go straight to the respawn screen?

near cipher
#

Does anyone know if it is possible to delete/hide default placed markers on the map? I have changed a location of where a fuel station was before. But i want to remove the marker aswell if possible

acoustic yew
#

Don't quote me on this but I think it's baked into the map itself

#

Unless you're referring to markers placed by a mission

near cipher
#

ahh and i am assuming that you cant change that

sacred briar
#

Can someone tell me if I'm being dumb?

#

None of the textures are working, they're all converted using the Arma3Tools ImageToPAA tool

#

Found it, nevermind, I was being dumb. Thought you needed the first
Spoiler alert, you don't 😅

earnest siren
#

question: when using the timer on a trigger. Are they seconds in game time, or seconds in real time?

tacit zinc
tardy burrow
#

hello,
there is probably i very simple solution but i dont seem to find it.
what term can i use to manipulate the whole composition instead of "this" for each object individually? as in "this DisableAI "PATH"" for example?

tacit zinc
#

I spend the previous night trying to get sectors to work, I managed to get them unlock in order and split (like first capture A, then B and C unlock at the same time) but now I would like to merge (like D unlocks only when B AND C are captured) but I can't get it to work
I think I tried every synchronization order with triggers, AND logics and unlock logics but nothing works, D unlocks either never or directly after B or C is capped
Example of my layout: https://media.discordapp.net/attachments/616737832429551666/977920574401708052/20220522150302_1.jpg?width=1202&height=676
What should I do to make sector D only available when B AND C are capped?

#

Image is just an example, I tried many variations between B, C and D

modern plover
wild lichen
#

i have a question since i dont know where this would go

#

how would i make a flag for a faction?

tacit zinc
wild lichen
#

nope, nation so i can play around with zeus in it

#

so not just one map

#

@tacit zinc

tacit zinc
#

Ah then I would look up Arma tools, locate the pbo with a flag in it, copy the flag and replace the flag texture @wild lichen
If you look up retexture tutorial you should find plenty examples

wild lichen
tacit zinc
#

@wild lichen I have zero experience with retexturing but if I look up the file path on the wiki it’s A3\Data_F\Flags

wild lichen
#

alr

tacit zinc
civic mango
#

Hi when I try to start the mission with rotated objects, it goes into a different position. This is supposed to cover and be a roof. How do I fix this

#

I can't send a picture through here but basically I made petroglyph walls be roofs/ceilings for some ruins, but they snap back to their original position (sideways) when the mission starts

main axle
#

Anyone know how to set a mission's date to be further in the future than 2050? I tried using the Moon Phases tool (from 3DEN Enhanced I think) but checking in-game revealed it was still 2050

plain gale
#

use the setDatecommand

uneven shore
#

How to open or edit scenarios and such? Is there a special tool or something I have to do in the editor?

prisma oyster
uneven shore
#

Where are those files? I want to lightly edit a shoothouse I got off the workshoop 🙂

prisma oyster
uneven shore
#

Its says they don't care what you do with the mission?

#

Re-editing/Re-publishing :
If you wish, you have my permission to re-edit and to re-publish the mission, I totaly support that with this mission

#

I want to re-edit, why is it so damn hard to find a straight answer

prisma oyster
#

if so, then you can find the mission's pbo somewhere in the %appdata% directory I believe, extract it and place it in your Eden Editor directory so you can open it 🙂

uneven shore
#

extract it? what file type to what type or where? What is the %appdata% folder? Where my mods and such are downloaded? Or...?\

prisma oyster
#

I am not sure off the top of my head where missions are downloaded
the PBO files can be extracted with Arma tools

uneven shore
#

gotcha, is there a good vid or tutorial for the arma tools app?

prisma oyster
#

you can browse Youtube - there is no official doc for it AFAIK

civic mango
glossy sierra
#

For custom markers, how do I change the default text colour? atm my markers' text is white.

glossy sierra
#

As for steam missions, they are located inside documents\arma 3\saved (or if you have multiple profiles its, documents\arma 3 - other profiles\profilename\saved)

vast citrus
#

Hi I am wondoring how to make it so that after I complete a task your next task is to make it do you have to get in a heli and then it sets off whith other helis setting of as well

keen jolt
quasi rain
#

How do I change a team/squads callsign in the editor for MP missions, for example in the player slot select screen to change where it says alpha 1-1

keen jolt
quasi rain
sacred schooner
#

Hey I'm using the Key Frame Modules which is working fine, it's just resetting an objects scale back to 1 when the animation starts.
Is there a way to keep the objects scale somehow?

supple holly
sacred schooner
#

Oh damn you're right animating another object would probably fix that

#

could rescale all attached objects but I doubt it let me try

twin gale
#

i created a mission for testing purposes, place 4 AIs and gave them the 'Playable' checkmark. when i launch from Editor it lets me choose 4 spawn options, but when i copy-paste the .sqm file to my dedicated server it always has 0 slots

#

what did i miss 🤔

#

Maximum number of players has been reached at 0 doesnt even let me connect

lament otter
#

clafghan gone...?

acoustic yew
#

also you should export as pbo

gilded lotus
#

i’m trying to make squad B ambush squad A, squad A is moving from they’re original position, i cannot figure out any way to make squad B follow squad A, they just go to the spawn position of squad A rather than finding them further down the path. Any way to make this work?

reef lintel
#

attach a move waypoint/search and destryo waypoint to the leader of the target squad

#

you can see if its attached if theh waypoint is a bit greyed out/dotted iirc

sacred schooner
#

Ok back on the Timeline keyframe thing. It works fine in single player, but not on a dedicated serve. Is there a trick to getting it to work on dedicated servers?

#

it will just stay in the starting position then snap to the last when the timeline ends

sullen crest
#

Does anyone have sound script for dedicated servers

#

Atm I’m using Say 3D

#

but doesn’t work on dedi

keen jolt
keen jolt
#

But you need remoteExec

prisma oyster
supple holly
sacred schooner
# keen jolt What kind of object is it? Is it a static object?

Sorry for the late reply, yeah it's just a standard prop. It's from a mod but it's just a prop you drag out like a fence or barricade, it doesn't have anything specials with it, I haven't done anything to it's special states or whatever they're called too (like disable simulation) , all default.

sacred schooner
keen jolt
#

then it's obvious why it doesn't work properly

#

static objects have a very slow sync rate

#

and afaik their velocities are not synced either

sacred schooner
#

oh is there anyway to set up an exception to make it update faster or?

#

or are objects doomed to not work in MP with keyframes?

keen jolt
#

static objs don't

sacred schooner
#

oh hmmm, I think it is just a normal object I didn't know there was different types. I was just trying to make it clear it wasn't anything complicated like a house

keen jolt
#

well you said:

fence or barricade

#

those are static objs

sacred schooner
#

right, how can i tell the difference?

keen jolt
#

simulation in configViewer

sacred schooner
#

ah right

#

the thing I'm moving probably is a static object then

#

is there a way to change it without making a new mod?

keen jolt
sacred schooner
#

I'll boot up and take a look rn

sacred schooner
#

wait no that's the default thing the config opens to??

#

nope my mistake

#

that's just it parent

keen jolt
#

then select find in config viewer or whatever it is

sacred schooner
#

yeah my bad I just got mixed up I did do that all good
I just didn't see the first line said parent and thought that was what I was looking at

#

configfile >> "CfgVehicles" >> "Land_SC_sefrigate2" has a simulation of house.

keen jolt
#

if you can make your "animation" without that keyframe tool you can just move the object locally for each client

#

(by making local copies of it)

sacred schooner
#

I've got a script for basic rotations that loop infinitely using _this setDir (getDirVisual _this + 0.1); but not moving it's position.
Any idea where I should start looking to do what you're saying?

keen jolt
#

well you should create a local copy of the object first. for that script all you need is its position and type of the object

#

then you can do:

_obj = _type createVehicleLocal _pos;
#

which has to be done for each client

#

also do you need those objects in any special way?

#

as in assigning a global variable to them to, e.g. check something in a trigger?

sacred schooner
#

uh no nothing like that it's just for a decorative animation of a gun platform going offline.

#

anything to do with global variables is done with other triggers doing stuff like missionNamespace setVariable ["PART1", true, true]

keen jolt
sacred schooner
keen jolt
#

do you need them to animate from the start of the mission?

sacred schooner
#

no it's playing near the end, the one I had set up was a simple 6 second thing

keen jolt
#

also since they're just decorative you might as well create them as simple objects instead:

_obj = createSimpleObject [_type, _pos, true];
sacred schooner
#

true, would that help with the keyframe timeline working on a dedicated server?

keen jolt
#

no. the point was that when you make an object local it no longer has to sync, so its movement will be smooth
but I haven't messed around with that keyframe thing so I'm not sure how to pass the keyframe animation data to the function or whatever it is it uses

#

none of those keyframe modules have any functions thonk

sacred schooner
keen jolt
#

what kind of animation are you making?

#

is it curved?

sacred schooner
#

1:30 - 3:30 is all the critical info I was taking from it.

The animation itself is the the gun part of a gun platform going from aiming up at the sky to aiming at the ground

keen jolt
#

is that all you're making with those the keyframe tools?

sacred schooner
#

yeah that's it

#

here's a comp with a preview that might help visualize it.

keen jolt
#

ah I don't have scion conflict meowsweats

sacred schooner
#

oh right wasn't expecting you to test it lol don't worry

#

it's a simple one keyframe thing with the gun just moving diagonally down and rotating downwards

#

just not sure how I'd animate something like that without keyframes

keen jolt
#

are you familiar with matrices and vector math?

sacred schooner
#

unfortunately not lol

#

googling them now haha

keen jolt
#

I don't think you can learn them from google 😅

sacred schooner
#

probably not in as much time as we have right now lol

keen jolt
sacred schooner
#

hang on one sec I'll upload a quick vid

sacred schooner
# keen jolt anyway, if you show me a video of how the object moves and your 3den setup I can...

but also this was for an op we ran today, we worked around the issue with just having a big enough explosion to cover the gun in smoke and just had a trigger that show/hid the gun part that was aiming up with another that was aiming down.

https://youtu.be/2ty-OOgSDSM

Was asking about this more for future attempts at animating things which would probably include stuff like doors, static ships, bit's of machinery and so on.
I'm extremely appreciative of the help but unless what you're planning on very kindly working out for me, can help me understand and manipulate to use for other scenarios in the future I won't have much use for it and don't want to waste your time.

#

The second replay of the animation always ends up playing incorrectly too so at the end when it goes to reset it'll look weird in the video (actually no on second view it seems to skip a bit of the way in to the animation on the first play then plays the whole thing properly the second time weird, though the first play back is actually what I wanted and seem to get when testing in single player and local host)

#

(video was private, it's unlisted now whoops)

keen jolt
keen jolt
#

select the part in 3den and press 2

sacred schooner
#

not sure if that's going to work or I should chuck it up on imgur

sacred schooner
#

oh yeah whoops lmao

keen jolt
#

I meant the translation widget

sacred schooner
#

global or local? or does it not matter

keen jolt
#

local

keen jolt
#

ok gotcha

sacred schooner
#

yeah not the best place for the pivot point for what I'm doing haha

sacred schooner
sacred schooner
#

Was seeing too the wiki mentioning simple objects having better sync rates so ill try that out too when I'm on next

keen jolt
#

I've currently written the script tho

sacred schooner
#

Oh damn

keen jolt
#

there's a bug I'm trying to debug

#

ok found it

sacred schooner
#

I did say that's going pretty above and beyond but if I can figure out how to manipulate it a bit that would be really great. I've got another thing coming up where we want vehicle that's a simple object burrow up out of the ground which this would be perfect for

keen jolt
#
onEachFrame {
    if (isGamePaused) exitWith {};
    _obj = myObj;
    boundingBoxReal _obj params ["_c1"];
    _c1 params ["_x1", "_y1", "_z1"];
    
    _a = diag_deltaTime * 10 * accTime;
    _t = [
        [1, 0, 0, 0],
        [0, cos _a, sin _a, 0],
        [0,-sin _a, cos _a, 0],
        [0,0,0,1]
    ];
    
    _m1 = [
        [1,0,0,0],
        [0,1,0,_y1],
        [0,0,1,0],
        [0,0,0,1]
    ];
    _m2 = [
        [1,0,0,0],
        [0,1,0,-_y1],
        [0,0,1,0],
        [0,0,0,1]
    ];
    
    _vy = vectorDirVisual _obj;
    _vz = vectorUpVisual _obj;
    _vx = _vy vectorCrossProduct _vz;
    _pos = getPosWorldVisual _obj;
    _m0 = matrixTranspose [
        _vx + [0],
        _vy + [0],
        _vz + [0],
        _pos + [1]
    ];
    
    _m = matrixTranspose (_m0 matrixMultiply _m1 matrixMultiply _t matrixMultiply _m2);
    
    _vy = _m#1 select [0,3];
    _vz = _m#2 select [0,3];
    _pos = _m#3 select [0,3];
    
    
    _obj setPosWorld _pos;
    _obj setVectorDirAndUp [_vy, _vz];
}
#

so for now just test it

#

replace myObj with the variable name of that gun thing

#

then run it in debug console

#

if it works I'll tell you what to do with it next

#

basically it should rotate your object nonstop according to that video

sacred schooner
#

Incredible thank you so much for this, I've had to jump off my pc as its 2:30am but ill give it a go first chance tomorrow and play around with it and get back to you with the results.

keen jolt
#

pretty sure simple objects have the same sync rate as static objects

keen jolt
vale mason
#

Editor is co

#

Ol

#

Anyone know a good fallout mod for editor or just generally

prisma oyster
#

I don't believe such are allowed so no

vale mason
#

Only for multiplayer? Or is there no fall out mod

vale mason
#

Oop thank you

vale mason
#

What mod should I download for editor

ember garden
#

Im trying to use the spawn ai module, anyone know how to get the ai to sync to high command when spawned?

vale mason
#

Hey guys

#

What's animation button again

small patrol
#

What?

wet cypress
#

Has anybody had an issue with hatchet H-60 mod? My vehicle interaction key is not working. I’ve tried changing it to a different button and even primary mouse click. I can use scroll wheel to turn everything else on but I can’t turn on the engine or access the checklist menu because it requires the interaction button (default is “F”).

prisma oyster
wet cypress
#

Arma 3. It’s a mod question so I didn’t know where I should put it

#

@prisma oyster

prisma oyster
worthy cairn
#

How do I place a car with its headlights already on?

prisma oyster
#

You don't, but you can script it

worthy cairn
#

How?

prisma oyster
#

using setPilotLight

#

is it an MP or a SP mission?

worthy cairn
#

SP

#

Do I just put that in the init?

prisma oyster
#

(if it doesn't work, ping me as it might need a little init delay)

worthy cairn
#

Thanks it worked

tired cove
#

Hey all, I'm having an issue where none of my editor-set attributes are reflecting on my mission ie allow manual respawn. I'm worried that my mission.sqm is corrupted after I copied it from another mission folder. I am also having an issue where zeus/blufor tracker work just fine in the editor but seem to be completely disabled on my dedicated server and think that both issues are related. Any input would be greatly appreciated, thanks!

acoustic yew
#

i think it's just file > save as

tired cove
#

I just remade the mission file then set the attributes manually and am still having the issues.
Editor options are not reflecting onto my mission both on local and on my dedicated and zeus is also not working on my dedi but is working on local. 😦

acoustic yew
#

if you uncheck the box to binarize the scenario file you can open the sqm

tired cove
#

Yea that's how I originally copied the mission file but at this point is seems like that's not the issue as I started on a fresh mission.sqm and my edits are still not showing, I worry now that my game files are corrupt or something.

acoustic yew
#

you've tried without mods loaded?

tired cove
#

not yet, I'll give that a try in a fresh mission and get back 👌

#

Whoa this is strange. So I made a fresh, barebones test mission on Altis and am still not seeing attributes being reflected. 😮

acoustic yew
#

are you sure you're clicking OK instead of pressing escape or cancel

#

if so, verify game files through steam and try again

#

if that doesn't work consider reinstalling i guess

#

when you say "attributes being reflected" what do you mean

hardy solstice
acoustic yew
#

why install a mod instead of pasting in one line in the init

tired cove
#

Just verified game files and everything is 100.
By "attributes being reflected" I mean I go to Attributes -> Multiplayer -> Respawn, Choose "Respawn On Custom Position" then check the "select respawn position" ruleset but unfortunately I am not seeing any respawn dialog and just get dropped where the unit was place in editor. I have also tried adding a respawn but still no avail.

hardy solstice
acoustic yew
#

apparently i've been doing things wrong!

#

no i've used it, i prefer writing sqf and having more control that way

hardy solstice
#

That's fine but for those who don't have SQF Knowledge eden enhanced is a must imo

#

Good old R3vo

acoustic yew
#

imo SQF knowledge is the must here but to each their own

hardy solstice
#

You shouldn't have to have SQF knowledge to play around in the editor

#

All I was saying was eden enhanced helps with the stuff commonly used and puts it into the base editor I.e. lights on/off tweaking ai traits and skills with sliders etc etc

acoustic yew
#

i'm sure it's useful if it helps your workflow but that imo that doesn't make it an essential part of mission making when the same things can be accomplished with very little code along with more freedom to tailor to your community. For example, why go through and check a box on each unit to have gun lights when you can write one line of code to give every unit a gun light on server init and forget about it (without giving your mission a mod dependency), it's really not a hard thing to do unless you have a phobia of scripting

#

originally wrote in a bunch of opinions about mission making styles but decided against starting an argument in that regard lol

hardy solstice
#

no i dont have any intention of arguing im merely saying those who do not wish to learn SQF and want to use editor to make fun simple quick missions eden enhanced is a good tool thats all lol

#

ps eden enhanced doesnt leave any mod footprint

acoustic yew
#

i don't disagree that it's a useful tool, but I disagree that it's essential

fiery sandal
#

I have very important (for me) question

#

Can i copy map object?

#

I can’t find uh-60 wreck like this

vale mason
#

Nope found a fall out mod

acoustic yew
#

you can search by classname in eden editor (might be a CBA thing?) if it's not there you can use createVehicle or createSimpleObject

keen jolt
keen jolt