#arma3_editor

1 messages · Page 62 of 1

keen jolt
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because they're not vehicles

acoustic yew
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in that case it'd be createSimpleObject with the model path from getModelInfo

vague sundial
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sleep 0.1;
enableEnvironment [false, true]; is at the top of my init.sqf file yet I still see snakes and rabbits?

supple holly
keen jolt
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It's in init.sqf

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It doesn't need remoteExec

prisma oyster
supple holly
# keen jolt It's in init.sqf

I am still a bit confued about init and in object init. I know that on mission start everyplayer that is conected on dedicated server or player hosted server. Is downloading the mission and all of the code on object init and init.sqf is on each player computer. Does that mean what i put in init.sqf and init object dosent need to remoteExec even tho some commands are 'LE'. I am a bit confused there.

plain gale
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It means exactly that.

prisma oyster
lyric jewel
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Hi there, how does one add extra ammo to a vehicle via eden editor? For example I'd want the Rhino to have extra coaxial ammo

prisma oyster
lyric jewel
prisma oyster
vague sundial
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@supple holly I've tried that in the init and also 0 instead of -2, I still see animals and hear seagulls. It can't just be the map can it? I'm using the "Winter 2035" altis map. I can run the simple enableEnvironment [ false, true]; through extended debug console and the rabbit in front of me goes poof. Also have Dongo's map population running ... dunno if that would effect'em. This is the first time I've encountered this. It's weird.

keen jolt
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It can't just be the map can it?
it can be

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maybe the map or some other mod has its own ambient life script

vague sundial
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Tested a blank map and I believe its Dongo's Map Pop doing it.

viral axle
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Hey folks, quick question. Anybody know how I can add a new keybind? I"m assuming I might need to write a mini-mod or something.
In my unit, we used to have a keybind to toggle AI Pathing. Real nice and easy way to do it when Zeus-ing. Our mod guy is gone, though, and we seem to have gotten rid of that functionality....

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I obviously know the "normal" script I use for init boxes or for exec during a session; I just don't know how I'd make that into a new keybind.

keen jolt
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If not use the KeyDown event handler

clear plinth
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Hoping this is the right place to ask for this topic: Land Navigation courses. I want to set one up, but don't know how. Need help.

primal wave
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Doing the Escape COOP mission (or any mission) on Tanoa becomes a different challenge with that.

vague sundial
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How do I add sound for the fire entity?

gleaming spire
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How would I create a wait command? As in, wait to read the next line of code for 2 or 3 seconds.

gleaming spire
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im trying to make a vehicle move along a path set by positional waypoints by executing a .sqf file but i need it to take pauses between reading lines of code so it doesnt immediately move to the final point as it will take a path i dont want

supple holly
gleaming spire
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im not sure how to use that for the desired effect. Can I waitUntil (5 seconds have passed) in some way?

past sun
gleaming spire
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Currently I've gutted the file because it wasnt working

past sun
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Working with backups before gutting helps a lot as well.

gleaming spire
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my problem is basically this: I have a tank. I want said tank to move about 100m in a straight line, but using a standard waypoint makes the tank take a weird offroad course for some reason. So I am looking for a way to make it continuously move along a path of my choosing rather than its broken pathfinding

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my first idea was using doMove commands to make it go to specific points along the path, and just switching the point to which it is moving every few seconds but I don't know how to keep it from going straight to focusing on the last point, which causes it to take the wrong path

past sun
gleaming spire
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Thank you I will give this a try, appreciate the suggestion very much!

past sun
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dont forget to read notes

gleaming spire
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``_points = [[9680, 11416, 311],[9670, 11416, 314],[9660, 11416, 315],[9650, 11416, 317],[9640, 11416, 319],[9630, 11416, 322],[9620, 11416, 325]];

crew2 setDriveOnPath _points;``

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that is in a .sqf file being called upon scenario start. Any idea why it isn't working?

past sun
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I dunno ur code, I dunno whats happening, I dunno what exactly u re trying, I dunno whats the purpose of life

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and there are notes below the page -,-

clear plinth
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@primal wave That's not it at all. I want to build a training site for cadets to complete a navigation course. Here's how I vision it to work: Let's say Candidate Bob needs to complete the land nav training. Instructor 'Roy' will give Bob a set of grids for Bob to find four signs that will display a code (say, D3 at one sign) when he finds it. Start at the station to activate the course. Bob then travels to heading 135 for 1km to find waypoint 1. From there, Bob then travel to heading, 240 for 800m to find waypoint 2. This goes on until Bob completes the course in under 90 minutes. Hope this helps.

primal wave
# clear plinth <@300154287961407508> That's not it at all. I want to build a training site for...

Hello again. I am not following the signs and code aspect of your mission design. But as I understand, the trainees will be traversing a kind of predetermined course. Appears straightforward to implement.

Simply check whether trainee is inside of a given area using triggers. Then synchronize the trigger with appropriate Diary and Task modules to create, modify, and complete tasks after completing each 'waypoint'. You can use a search engine or YouTube to find narrated guides on how to use triggers and task modules.

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(Forgot to mention: you can also add an additional "End Mission" trigger on a 90 minute timer)

lone zephyr
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Anyone able to make a rts style game mode with Zeus ? No mods

prisma oyster
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plenty of people yes

viral axle
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I think the closest you might be able to get is something like Liberation's base-building and stuff. Not sure how complex resource collection you can get for the rts experience.

subtle night
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noob here; is there a way to get a trigger to activate when a mortar is assembled?

prisma oyster
subtle night
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ok ty

reef lintel
mild inlet
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I run about 750gb worth of mods, game runs but the load times are abysmal (literally 6+ hours in some cases for FULL arsenal) any ideas to fix this

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once everything is loaded it is fine tho

reef lintel
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Yeah use less mods

prisma oyster
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at least, use an M2 or a SSD

reef lintel
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M2 massively boostes my loadtimes

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15 seconds instead of 2 min

mild inlet
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yeah might have to get an M2 and more RAM, i dont wanna use less mods cause i literally use the most weird combination of equipments for my scenarios

mellow juniper
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does anybody have a good tutorial on ai helping players assault a town?

keen jolt
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just give them waypoints? thonk

reef lintel
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add AI members to group of player? or attach a move waypoint or search-and-destroy to player?

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usually the answer to "can you make AI do xyz" is "no".

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or "not properly, just barely"

neon rock
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Can anyone help me with this? Trying to make it so when a Friendly convoy gets ambushed, Reinforcements start heading to the area.

celest jewel
fallen sinew
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hi, where would i find the class icons for the respawn loadout menu?

scarlet crystal
keen jolt
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so you can use a trigger that checks for the behavior:
condition:

behaviour leader convoyGroup == "COMBAT"

on activation:

_wp = reinforcementGroup addWaypoint [getPosASL leader convoyGroup, -1];
_wp setWaypointType "SAD";
fallen sinew
keen jolt
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it's addon path

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you can find that addon in your arma installation folder, in addons\ui_data_f.pbo

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you can extract the pbo to get the icons

fallen sinew
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i see thanks

crimson dirge
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Fellas what does "displayRemoveEventHandler" mean

crimson dirge
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Thank you

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Is there a reason why it keeps showing up when I do most actions?

prisma oyster
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wrong mod/script

fallen sinew
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how would I have a respawn role with the medic trait?

prisma oyster
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Scripting, with setUnitTrait

fallen sinew
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so putting setUnitTrait ["Medic", true];inside a CfgRespawnInventory Loadout would give the medic trait?

prisma oyster
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no, it would have to be scripted

fallen sinew
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i see

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thanks

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so then how would i detect if a player has selected a class with a certain name (like Medic)?

prisma oyster
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that I don't know 😬

covert lily
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How to make "File patching allowed: Yes"?

prisma oyster
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I believe it is -allowFilePatching but it's off the top of my head

sinful zenith
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server config allowedFilePatching=2

pliant berry
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Hey all, can someone please help me. I am newish to modding arma, and all I am trying to do is make a scenario where when a plane gets downed, it auto repawns (WITH PILOT STILL INSIDE) back at the airport to take off under the same orders

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I have been at this for a couple hours and need help

acoustic yew
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is the plane customized at all

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you need to provide more details because this will require a script (as far as i know)

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  1. is the pilot loadout customized or is it a pre-made faction loadout?
  2. is the plane customized or is it a pre-configured vehicle from the editor?
  3. what do you mean by "the same orders"? does it have a patrol route?
  4. how do you define "downed"? destroyed? pilot ejected? what happens to the pilot? what happens to the old plane?
pliant berry
acoustic yew
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I'll set you up with something to get you started

pliant berry
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Feel free to DM me

pliant berry
cedar briar
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Does anyone know a fix for the thing where characters look big when outside a vehicle. I'm trying to get a rifleman to stand in a helicopter but well, the result is just him being invisible. If you need a photo dm me, because I can't send it here.

scarlet crystal
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there's no fix for that, that's how A3 works with vehicle interiors.

pliant berry
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Every time i try to launch my scenario in singleplayer or multiplayer, it loads the map 90 % then doesn't go any fiurther. anyone know why?

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But spectating in SP works just fine

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I have a picture but cannot post it here.

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If I click "play as this character" it works but if I try to load in the normal way it doesn't get past the menu

fallen sinew
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how would you go around making multiple markers with the variable name "respawn_west"?
as i am making it so i can spawn at either of multiple squad members of my choosing

prisma oyster
fallen sinew
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ooooh
didnt know that thanks

fallen sinew
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uh is there a way to make respawn markers appear on the respawn menu like 10 seconds after a mission starts?

long dune
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Does anybody know how to fix the bug with set costs curator module removing most addons from the zeus interface?

wind raptor
mellow juniper
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fps drops when the artillery shells land, only in specific mission (made by me). what, as an editor, do to prevent this? (i have a few custom houses that replace default ones, im shelling the city)

please tag in replies, i beg you

keen jolt
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it could be a problem with the terrain

mellow juniper
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probably, it only happens on my mission

mellow juniper
keen jolt
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you should first figure out what the root of the problem is

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try an empty mission and fire some artillery at where you're trying rn

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see if you get any performance drops

keen jolt
mellow juniper
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via support

keen jolt
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module?

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or the communications menu?

mellow juniper
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?

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module i guess

keen jolt
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you mean virtual artillery?

mellow juniper
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i have support requester and provider modules

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no

keen jolt
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then comms menu

mellow juniper
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k

keen jolt
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then I doubt it's related to your mission. it's probably a terrain problem

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maybe it creates too many particles

mellow juniper
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let me check, im loading into an empty mission

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i dont get any lags in an empty mission

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maybe i can show you my mission in vc (mic muted) and you can tell me where the problem is?

keen jolt
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ok

mellow juniper
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which vc do i join?

keen jolt
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ping me when you're ready

mellow juniper
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@keen jolt

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why did you leave?

fallen sinew
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how would you delete a marker connected to a unit when the unit is dead, and when it respawns the marker is reinstated at the unit? If anyone could add on to this below to achieve the effect stated above it would be appreciated :)))
while {true} do { "BLUFORCV" setmarkerpos getpos BLUCV; sleep 1; };

acoustic yew
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no need to delete the marker, you can just make it invisible until the unit spawns

golden moat
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Is there a mission module or anything that I can set on a timer so that it dings the synced module when the timer is done?

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Because nowadays the Gameplay Mode Modules no longer work for some reason

acoustic yew
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because that would probably be easier

golden moat
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Last time I did that a few weeks later it stopped working entirely

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It was from someone else on here

acoustic yew
fallen sinew
fallen sinew
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if (!isNil "BLUTL1") then { if (alive BLUTL1) then { "respawn_west_1" setMarkerAlpha 1; while {true} do { "respawn_west_1" setmarkerpos getpos BLUTL1; sleep 1; }; }; } else { "respawn_west_1" setMarkerAlpha 0; };
so how would i put playableUnits into the script above?
im confused on how i would detect if "BLUTL1" was a player/ai

acoustic yew
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!code

formal muralBOT
#
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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you can use isPlayer to check if a unit is a player

fallen sinew
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does that check if its just a player or ai/player?

acoustic yew
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that checks if a unit is player-controlled

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is this script for one player or every player?

fallen sinew
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that specific player

acoustic yew
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then what are you trying to check?

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what is your overall goal here?

fallen sinew
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so im trying to check if the unit "BLUTL1" is a player/ai
and if it is either of those two it starts the script i wrote above

its supposed to be where if that unit dies, the mobile spawnpoint on him is taken away, and when he spawns back, the spawnpoint is put back on that player

the thing is was that if i tested the map with no player or ai controlling "BLUTL1", it would display a error that says "BLUTL1" is not a variable

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sorry if this is confusing im new to this

acoustic yew
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ok but don't you already have isNil to check if the unit exists?

viscid olive
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Does anyone know of a way that I can just copy a the loadouts of a player and import it into an arsenal? Like I want to be able to take a custom squad I have just made and add all of the stuff into the arsenal that they personally only have. I do not want a rifleman to be able to grab a javelin, but I do want to Javelin guy to be able to grab it.

acoustic yew
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I also notice you used while {true} which will make the code loop indefinitely

fallen sinew
fallen sinew
acoustic yew
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it's fine as long as you want that code to execute until mission end

fallen sinew
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yes thats my intention

acoustic yew
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you could instead do while {alive BLUTL1} but if what you have works it works

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my only concern there is if the code you posted is all wrapped in while {true} then I think you're creating network traffic every time you use setMarkerAlpha

fallen sinew
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ill try that thanks

acoustic yew
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you can also use mission event handlers instead of constantly asking the game if the unit is alive

fallen sinew
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ah i got another problem
setMarkerAlpha 0 makes the marker invisible, but still lets you spawn on that marker

acoustic yew
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sorry didn't read the part where you wanted the respawn taken away

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addMissionEventHandler ["EntityRespawned", {
    params ["_newEntity", "_oldEntity"];
    if ( _newEntity == _markedUnit ) exitWith { 
        deleteMarker "respawn_west_1";
        private _marker = createMarker ["respawn_west_1",[0,0]];
        _marker setMarkerType "hd_dot"; 
    };
}];

addMissionEventHandler ["EntityKilled", {
    params ["_unit", "_killer", "_instigator", "_useEffects"];
    if ( _unit == _markedUnit ) exitWith {
         deleteMarker "respawn_west_1" 
    };
}];
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you can do something like this to create and delete the marker when the unit dies/respawns

fallen sinew
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thanks, so would this replace my existing script? im not familliar with event handlers

acoustic yew
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I haven't worked with markers much so I don't know if a redundant deleteMarker would work but this should recreate the marker (though you need to specify the marker type if it's different from "hd_dot") every time the unit dies and respawns. Mission event handlers are tied to the mission itself and it basically tells the game to execute certain code every time an event happens (like an entity dying)

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I believe you wont get any errors or interruptions if you run setMarkerPos on a nonexistent marker

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so you might just need a loop like the one you have that just sets the position

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and call it a day

fallen sinew
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alright ill try it

fallen sinew
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also what is _markedUnit?

acoustic yew
fallen sinew
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oh i see

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so i would put this in a seperate .sqf, and execVM it through init.sqf right?

acoustic yew
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not init.sqf

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init.sqf is globally executed

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use initServer.sqf since no part of that code requires it to be executed by the clients

shadow solstice
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Hi ! I try lot of solution to enable addons units in my mp mission zeus, but i always failed, can somebody help pls ^^

modern trout
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Hey hope this is the right thread to ask I’m working on a scenario where troops are defending a fob I have some humvees sitting idle but they won’t fire any way to fix this?

acoustic yew
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Are they grouped with units that are appropriately engaging or separately?

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Does it persist if you replace with a vanilla vehicle?

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How are you making them sit idle?

fading wraith
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Hello, i want to set manual loadout into my jet for multiplayer game. Im not using any scripts, i write all of the code in editor. For example i have "createVehicle" function to create jet and "moveInDriver" to spawn player inside. I put an object with MenuObject, and added addAction to another object.

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It works but i want to set manual loadout

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How would i do that

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MenuObject addAction ["BlackWasp", {_jet = createVehicle ["B_Plane_Fighter_01_F", (getMarkerPos "marker_1"), [], 5, "FLY"]; player moveInDriver _jet}];

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This is code for spawning jet

fading wraith
acoustic yew
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I think you can set pylons in the editor properties for the plane

keen jolt
acoustic yew
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I'm not sure what you mean by without scripts if you're using addAction

fading wraith
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I mean i dont create scripts in mission folder

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I only write codes in editor

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Is there a way to customize loadout for MP in editor

acoustic yew
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you'll have to remoteExec some stuff

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why can't you make files outside the editor?

fading wraith
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Well i can, i just dont know how

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I just started this yesterday

acoustic yew
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you just make a text file in the mission folder and change the extension to .sqf

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addAction lets you input a path straight to that file

fading wraith
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Yeah but i dont know what to write inside and where to call that script so it affects the jet

acoustic yew
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_actionID = player addAction ["Exec the file", "scriptFile.sqf"]

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from the wiki

acoustic yew
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you can, for example, take everything inside the {} and put it in a separate file

acoustic yew
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you don't have to do it that way but it'll be easier to edit

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assuming you're writing addAction in an init box or something

fading wraith
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Yeah i think i would know to set up addaction using scripts, but how would i edit vehicle loadout

acoustic yew
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wait, are you saying you want to choose in-game what weapons the plane has?

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can you please specify do you want to set the loadout or do you want the player to set the loadout

fading wraith
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No no, jet has to be spawned with preselected loadout

acoustic yew
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As in, you, the mission maker, set the loadout and that is the only one the player can spawn?

fading wraith
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Yes

dim kindle
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I can't seem to find the C-rqm

#

Ram

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Anyone an idea why

acoustic yew
# fading wraith Yes

the best way to do that is to create a function to set the plane loadout (either make the function in init.sqf or define it with CfgFunctions) and then use remoteExec to call that function on every machine so the pylons are propagated globally

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basically just write a block of code that sets the pylon loaodut (you can test it in-game with the debug console) and then you can make a function out of it

neon rock
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Does anyone know how to fix the issue involving AI VTOL Pilots being unable to properly land a VTOL?

dim kindle
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I keep getting "NO SPACE INSIDE TARGET VEHICLE" ERROR! so I all the attached items fall!

acoustic yew
#

some more context would help

dim kindle
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I try to attach items to a vehicle but the first thing that pops up is "NO SPACE INSIDE TARGET VEHICLE" for the item and even if I add the script to attach it to the vehicle it just wont work. It happens to any item I move to the vehicle.

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I cant post a image

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to show.

acoustic yew
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are you talking about zeus?

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you're not giving context you're just describing the same thing again

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what do you mean by "the script"

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what do you mean by "move to the vehicle"

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where are you seeing the pop-up

dim kindle
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in the eden editor.

dim kindle
#

Real Artisan helped me solve the issue. Thanks.

weak gale
#

did something happen to BIS_fnc_fadeEffect? depending on the values i input, i see either a quick black or white flicker, nothing else.

#
[0, "BLACK", 3, 0] remoteExec ["BIS_fnc_fadeEffect"];
sleep 5;
[1, "BLACK", 3, 0] remoteExec ["BIS_fnc_fadeEffect"];

this code that i used in an older mission doesnt work either. instead of a smooth fade out and fade in, i just get a black flicker.

weak gale
#

executed by a trigger doing execVM "fadeScript.sqf"

weak gale
keen jolt
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the "flicker" you describe means you're executing the function multiple times for the client

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are you testing it in single player?

weak gale
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thats right

keen jolt
#

is your trigger repeatable?

weak gale
keen jolt
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I didn't say test in MP. in fact in MP it would be worse

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for testing, do:

execVM "fadeScript.sqf"

from debug console

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it should work fine

weak gale
#

same thing. not sure what's causing this because it has worked fine before.

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it seems to work fine if i run it in the eden debug console. must be an addon issue or something.

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right. the script works without any mods loaded. go and figure.

weak gale
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debugged it further. after unloading WebKnight's IMS and Zombies the fade works fine. i dont see the correlation.

autumn violet
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If I put a radio into my scenario is there a way to play an ambient sound from it? (Prefereably without creating folder, writing script file etc.) I tried to google for it couldn't find what I was looking for.

spiral oasis
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You know how in the editor / zeus, you have a drop down list of units you can place, and mods add their own categories and lists, is it possible for me to create my very own list with the load outs I created without any modding experience?
@ if reply please.

prisma oyster
weak gale
#

i have a trigger set up with to activate with any player present
the trigger is set to be server only
on activation i have:

player say2D [ "thieves", 100, 1] remoteExec ["say2D"];

the trigger fires just fine, but i don't hear the sound being played on a dedicated server. changing the sound origin doesnt seem to help either.
works fine when locally hosted.
im not sure what im doing wrong. shouldnt the server be remote executing the say2d to everyone?

wind raptor
#

Please let me know if that example helped you figure it out or not (I want to find out if the current version of the example is helpful).

acoustic yew
#

That's not at all how remoteExec is written

#

example 5 as ansin linked is the best method in your case, but the syntax you have wouldnt work regardless

#
unit1 setFace "Miller";
// becomes
[unit1, "Miller"] remoteExec ["setFace"];
``` per example 1, this is how you normally remoteExec a command
#

if you're using player or variables local to the clients then you do this like shown in example 5

{ player say2D [ "thieves", 100, 1]; } remoteExec ["call"];
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this is assuming you want every player on the server to make the sound as you have not indicated otherwise @weak gale

#

if you want just the activating player to make the sound you do

[thisList#0,["thieves", 100, 1]] remoteExec ["say2D"];
weak gale
acoustic yew
weak gale
acoustic yew
#

you might be looking for playSound

weak gale
#

i just want the sound to play in their heads, yeah.

acoustic yew
#
"thieves" remoteExec ["playSound"];
#

try this

weak gale
# acoustic yew try this

now i see the obvious error with the way i wrote the say2D remote execution earlier. really strange that i didnt catch that. playSound seems to work fine for what i want to do, thank you for your help.

acoustic yew
#

yw

waxen wave
#

Hey, not sure if this is the correct place to ask a question like this. But I was wondering if there was anyone around experienced with creating modpacks who could give me a hand with my modpack for my unit. Its quite a large modpack and so for this reason we are looking to create a 'megemod' to combine a lot of the smaller mods into a single mod for the unit. Would anyone be able to help me with creating a mod like this and show me around how you would go about creating this mod?

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also if there is a better/correct channel to ask a question like this please let me know. Thanks.

small patrol
#

There is none. Such act is not recommended.

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Unless you have permission from every Mod authors, but it is simply a bad way to manage Mods

waxen wave
#

Som you think we should just go with keeping them unpacked? So just having a larger html file for the list?

small patrol
#

So no problem. I don't see there is a problem at all

small patrol
#

What

vale zinc
small patrol
#
  1. Why you did ping me for no reason?
  2. Elaborate it
vale zinc
#

ok im trying to add weapons to alien ship but i fear that they could fall of so how could i attach them to it

#

the ship is flying

small patrol
#

attachTo

vale zinc
#

i see that in zeus but is it in the main editor

small patrol
#

What? Just attachTo. That's what you're looking for

vale zinc
#

ah ok

vale zinc
#

can you send screenshots in here

prisma oyster
#

no

#

but you can link to e.g imgur

vale zinc
#

can i send you a screenshot

restive ivy
#

Does anyone know of any mods/vanilla methods for AI units to mark enemy units on the player's map?

#

please ping me if you reply

acoustic yew
restive ivy
#

I am making an op where a player is not present at the combat but controls several units, as a commander, and they need to know if theres enemy presence. Because they're not there and not part of a squad, they dont get such on the map.

acoustic yew
#

idk if something like that exists, if you want someone to help you a script for it you'll need to be more specific

restive ivy
#

what specifics would be required?

acoustic yew
#

where you want the markers, what kind of markers, how often do they get placed, how accurately, do they get placed for every enemy unit or just for groups, do they have text, do they get deleted, can the same unit be marked twice

#

are the enemy ai going to be moving, does the script need to be dynamic or are they going to do the same thing every time

restive ivy
#

I understand, what would the next step for me be?

acoustic yew
#

@restive ivy

#

If you can answer the above questions you can approach where and how this command can be used for you

restive ivy
#

I am not very big in commands and code so im afraid i am quite clueless to some functions of it

acoustic yew
#

Each of those questions I asked you is a different piece to the puzzle. You can make it work if you tackle them one at a time

sterile vale
#

I have some custom compositions of units but is there any way to make them not add a folder with their name to the entity list?
https://imgur.com/a/QJCwIr7 example

acoustic yew
#

I don't think there is but can't you just get rid of the layers?

sterile vale
#

i can yeah but its sort of a pain

#

just trying to make the process easier

plain gale
#

The layer is the name of the composition. So there is no way around it.

#

If you use this composition often you could write a script that moves them into the system layers

restive ivy
ruby lily
#

have tracked vehicles always (mostly) skipped roads on aware or am I gaslighting myself? I thought they didn't by default, but testing unmodded they do by default it seems

also another slightly odd behavior I have come across is issuing a get in command with zeus will change units to combat mode

dim kindle
#

Is there an easy way to make all the equip of units i placed down available in the ace arsenal?
Just export > import does not work 😦

acoustic yew
dim kindle
drifting agate
#

I'm having trouble getting csat jets to take off from the main altis airport, they just drive forwards and start firing on the nato jets at aac

lament island
#

Is the AI capable of using man-portable AA like Strelas and Stingers against fixed wing aircraft (or really AA at all)? I see (or hear rather) that they spot the aircraft, but they never seem to engage it, even when the aircraft is shooting at them. They only seem to shoot at the aircraft with small arms and machine guns and only when the aircraft is a less than 500m above the ground.

acoustic yew
#

Yes, AI can and will use man-portable AA. I don't know how well they engage jets though

modern plover
#

Against fixed wing, it doesn't really happen unless it's slow like an A-10 or Su-25. Usually they fly too fast for the AI to get a lock

acoustic yew
#

ai also typically do not attempt to engage something if their weapon won't work against it. This may include targets that are too fast for their AA, which would explain why they fire bullets instead of missiles

lament island
#

Ok, that makes sense. It's pretty much the impression I got as well.

#

I figured they probably weren't "patient" enough to track the target and get a lock if it didn't stay within their field of view for a long enough time period.

#

Although, I have observed that they don't even switch to their AA weapons in the scenarios I have tried which I assume means this calculation is done the moment the aircraft comes into their "view"

#

I have also noticed that AI using AA canons is also hit or miss as well (well, I guess "hit or miss" is par for the course when it comes to all things involving the AI). They seem to engage helicopters fairly consistently, but of course, helicopters tend to operate lower and slower than fixed wing aircraft so this makes sense.

muted mortar
#

how do you change the mobile respawn on kp liberation from chinook to ch-47? do you need to change it from the files or can u do it from the parameters

astral hound
#

Hey Kraz you might get better luck asking in the KillahPotatoes Discord. But I do know you can change it in the files can't remember where though

#

Heres a question someone might know the answer too. So I know about probability of presence and it works fine for individual objects. However i want a group of objects to have the same probability of presence I.E They will all spawn or they all will not spawn.

shrewd iris
#

in zeus i made side relations with blufor and independent friendly and now whenever i launch a scenario i have to manually do it everytime so they attack eachother, any fixes?

autumn violet
autumn violet
#

I figured it out. Trigger synced to "generic radio message" module. Intel entity HQ module synced to that "generic radio message" module.

primal wave
acoustic yew
#

playSound3D will work though

autumn violet
#

Thx. As I read about CfgSounds, I see there is such a thing as shaders for sound. I had no idea.

gaunt wigeon
#

Hello i got a few questions regarding unitCapture and unitPlay

Question 1:
In this Thread it was discussed that unitPlay doesn't work on dedicated servers https://forums.bohemia.net/forums/topic/183263-unitplay-issue-on-dedicated-server/. Is that true?
I used it in several missions that i uploaded on the Workshop and so far nobody complained. At the same time not that many people downloaded those missions so maybe all of them were just not using a dedicated server?

Also i'm currently creating a mission in which enemy tanks are supposed to provide cover for other advancing units. For that they have to drive into some positions that provide them half cover.
Of course i can't just give them waypoints to those positions because they will usually not stand exactly at the right spot. Most of the time they will stop to soon, to late, approach from the wrong direction, etc. So again i'm thinking about using unitCapture and unitPlay to make those tanks drive directly to the right spot. But now i don't know if unitPlay even works on dedicated servers. Also its slightly noticeable that the paths got recorded with 30 fps.

Question 2:
Do unitCapture and play have a noticable bad impact on performance if it is used to much or even use 60FPS?

Question 3:
I noticed once when i used unitCapture and play for an helicopter landing that the heli exploded on touchdown because it bugged slightly into the ground, which of course didn't happen when i captured the path. Does stuff like that happen often? Usually I only recorded flying units that most of the time wont touch any terrain so i don't know if that is more likely to happen with ground vehicles.

Question 4:
At last, what alternative suggestions do you have for my scenario if i don't use unitCapture and Play?

Sorry for the long questions

acoustic yew
#

I've never had an issue with unitPlay so long as it's only run serverside

gaunt wigeon
patent thorn
#

Quick question, what is the thing to enable/disable on the editor object attributes to help and prevent lag on compositions?

acoustic yew
cobalt briar
#

how would you make units placed in the eden editor editable by zeus?

cobalt briar
#

Tyty

mighty creek
acoustic yew
#

i have an editor composition that will do a quick simple object swap for lots of objects if you want it

late grail
#

I have lil question, where are textures of the vechicles? I wanted to put my textures on A-164 by using setObjectTexture but You can guess how it ended

unkempt spoke
#

I have a question I want 2 play a scenario where I can use Zeus and have a base build is there anything I can download?

acoustic yew
digital ledge
#

Can I have multiple scenarios be published as 1 steam workshop mod/scenario page thing?

#

or do I have to publish each scenario individually?

bronze peak
#

I believe so. Would have to go through the Publisher in the Tools if so however

#

Even then, no guarantees. I dont have a lot of public works to begin with, ao I always just do the ol PBO sendalong

digital ledge
#

Whenever I start previewing my scenario in the eden editor, certain objects just go underground

#

like they get a really low altitude

#

for no reason

#

in the editor itself i dont see that

#

but when i actually play and preview the scenario tents just start going down

acoustic yew
#

try without mods

nimble surge
#

anyone know how I can turn off angle snapping?

#

nvm got it

dim kindle
#

is it just me or does it seem like the moment you put AI in any kind of turret they become laser accurate even if you turn down their skill

twilit crow
#

Okay it's probably been asked or talked about 500 times, but I'm having an issue creating tasks / triggers, and I can't for the life of me figure out what i've done wrong.

For some reason my second task is not completing properly in a mission i'm creating, but the first task completes properly and the second task assigns, it just won't complete

prisma oyster
twilit crow
#

Yes I am

prisma oyster
twilit crow
#

If you have like a minute I can screen share to show you and see if you can figure out what i've done wrong?

prisma oyster
#

the second task assigns, it just won't complete
then "something is wrong", but we may need more details :)

prisma oyster
twilit crow
#

That's fine! I can try using scripting instead of the modules and see if I can get it working

acoustic yew
jolly yoke
#

Is there a way for my ALiVE scenario to use the basegame load/save system?

#

I don't mean for me to be able to save then quit the game and then load in at a later date with everything the same, rather so I can just return to a certain point if I die or if a POW dies or something like that

#

Probably not, I guess, but hopefully there is something like that

shell kestrel
#

Can anyone tell me how to stop the sound of gunfire when loading into a custom MP mission from the lobby please?

neon rock
#

Trying to make a Iranian Embassy scenario, anyone know what Gas Mask would look good on the Base CBRN suit?

shell kestrel
# acoustic yew can you be more specific?

Sure. I make missions for my unit. Sometimes when i load into test the MP mission i can hear gunfire or someone dying while spawning into the map. Im wondering if there is a way to stop this for obvious reasons. There is no AI or or enemy near the playable units units placed to form the lobby.

acoustic yew
#

Is anything creating the gunfire?

#

you can potentially use fadeSound to temporarily mute sound effects for the client

shell kestrel
# acoustic yew Is anything creating the gunfire?

I have only placed two playable AI at this stage. No objects or vehicles with AI. No modules or scripts to create gunfire. This time i heard the body crumple when i spawned in, sometimes theres a yell from pain?

acoustic yew
#

this happens without mods?

twilit crow
#

I need an AI controlled helicopter to land and then turn it's engines off, I have a helipad placed and just need him to land, not drop off any troops

#

A land order does not make him turn engines off, and I tried a loiter as well as a hold command with "h1 engineOn false" (The heli being named h1)

acoustic yew
twilit crow
#

Could try

#

...Forgot the semi colon, disregard what I asked

keen marsh
#

When i upload my mission file to my server the difficulty settings dont save. You can still see enemies on the map and friendlies. As well as when someone kills someone in the bottom left. How do i disable all this.

#

it just ruins the immersion of trying to locate enemies or getting proper coords for mortars. When you can see the red dot on the artillery computer

tepid hull
#

yo how do I override my profile face and instead make it another identity/face?

#

sorry if its worded shitty i'm tired af as of writing

mighty island
#

Hi, i switched my modlist just a little and now, when trying to get the scenario on the server and play it , it says

You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
XLA_FixedArsenal

Note: Changes in mods have been minor, and when i force opened the scenario it all worked just fine. Changing mod list a little means i removed and added a few maps, nothing that would harm this scenario that im talking about...

acoustic yew
mighty island
#

ok tnx

jolly yoke
#

Hey guys, how can I respawn in a multiplayer lan where I'm the only player?

acoustic yew
mental crow
#

hello can someone tell me the way how to make tasks in eden i want 2 HVTs to be killed like the full list of things i need to do in order

#

also a intel on one of the HVTs bodies

dim kindle
#

So guess who can't respawn on the USS Freedom

#

Again

#

It keeps glitching me inside of the ship instead of placing me on the deck. It's a nightmare.

prisma oyster
#

set the marker's altitude with setMarkerPos

dim kindle
#

And how do I figure out what height to set

prisma oyster
#

you may have to change then - I don't know if those ones consider height

prisma oyster
dim kindle
#

Slight issue

#

I can't use a marker

#

It has to be a module because the ship is out of the map boundary and I can't place a marker down in the correct place

prisma oyster
#

huh, why not

#

if you can place a module, you can place a marker

dim kindle
#

Because I can move the module in 3den

#

I can't zoom in far enough on the map to move the marker

#

Because the ship is off the map

prisma oyster
#

ah, fair enough.

#

you can edit the marker's position in the SQM directly (be sure to make a backup)

dim kindle
#

I'll try moving the ship into the map, placing the marker, and then moving them bock back off map

#

Gah I hate SQMs

#

I'd rather not go that far

#

If it gets to the point where I have to script it I'll just do something else

prisma oyster
#

create marker on ship pos + 15m altitude, ez (some lines of code in initServer.sqf)

dim kindle
#

You've already lost me

prisma oyster
#

I can do that 4 u

dim kindle
#

My issue is that I don't even know how to bake that into the mission

prisma oyster
#

create an initServer.sqf in the mission's directory
place said code in it
????
enjoy!

dim kindle
#

Well I've got the marker on the ship, just moved it into the map and then moved everything from the map screen, so now I just need to actually get it to move the player up

#

Why is arma 3 so bad for spawning on its own carrier

prisma oyster
#

because it's an object and only so much can be done via visual editor

dim kindle
#

Sometimes it works, other times it doesn't, and it worked last time but now I'm using the exact same mission file with the respawn in the same place but no now I'm in the sea

#

Shouldn't the module just take the position of the module anyway?

prisma oyster
#

have you tried to lift it up?

dim kindle
#

Yea

#

It doesn't care

prisma oyster
#

then it doesn't 😬

dim kindle
#

But it should

#

And sometimes it does

#

But the whole thing is just intermittent as heck

prisma oyster
#
private _carrierPos = getPosASL TheCarrier;
private _spawnPos = +_carrierPos;
_spawnPos set [2, 17]; // altitude set here
createMarker ["respawn_west_0", _spawnPos];
```should do
dim kindle
#

Tbh the carrier isn't that well made now I think about it... USS Liberty is much nicer modelled

dim kindle
prisma oyster
#

.sqf yes

dim kindle
#

It's days like today where I deeply regret becoming a mission maker

#

So I need to call the carrier 'TheCarrier' or will this just do it

#

Okay that's worked

#

The documentation on this stuff really needs to be dummyfied

#

NEW PROBLEM

#

I spawn inside the carrier

prisma oyster
#

oh no

dim kindle
#

Glitched

#

But

#

FLOAT

#

Up to the deck

#

And then take ace fall damage

prisma oyster
#

then change the spawn altitude, it should be fine?

dim kindle
#

I mean it's not a horrible problem because I have some scripting that I stole off a friend that allows me to make a medical tent that just full heals

dim kindle
#

Like I haven't moved the ship

prisma oyster
#

You mean it's random?

dim kindle
#

Lemme see if it does it again

#

It's like it's taking a moment to realise where to put me

#

Uhhhh

#

Now I'm stuck inside the ship again

#

Heck

#

Lemme increase it to 20

#

I think the issue I had last time was 17 was too low and 18 was too high

#

Okay no the code just isn't doing anything anymore

dim kindle
#

Extreme pain

#

Watch it be because the ship is located off-map

#

Nope that's not it

#

The script is just ineffective

#

It's creating the respawn point but I'm still spawning inside of the carrier

#

I'm gonna do something stupid and set the respawn height to 50

#

At least that way I can make 100% sure the code is doing something

#

Yep. The height parameter doesn't affect the spawn height at all

grim grove
#

Is there a way to make certain parts of a vehicle undamageable .eg the engine is the only vehicle part that can take damage?

dim kindle
#

Time to compromise

#

I'm gonna fix it the dumb way by making the players spawn inside of a stretcher on the deck and have to get out of the stretcher before they can move

#

Yeah that works and is useable. I'mma just use that.

mental crow
#

hello who here is good with eden?

mental crow
#

can anyone help me please

acoustic yew
#

it would help to ask a question

mental crow
#

can someone learn me how to set up a task in eden for 2 HVTs

acoustic yew
#

You can have a trigger activate on a unit's death by using !alive in the condition field

#

!alive unitVariable

mental crow
#

dude i mean like everything

#

really don't know how that works

mental crow
#

how do i make a briefing in eden?

dim kindle
#

how to make 2 ai teams and make them battle in editor

prisma oyster
dim kindle
prisma oyster
#

do that, then place a waypoint for them to move
either Ctrl+Right-click iirc, or press F4, click on the group once, then double-click on the destination to create a "MOVE" waypoint

dim kindle
prisma oyster
#

ah it's Shift and right-click

prisma oyster
dim kindle
#

you know how to

#

:D

prisma oyster
#

it requires scripting I believe, otherwise AI artillery won't engage enemies that much

dim kindle
#

wait is there ships in arma

prisma oyster
#

boats (mobile) and an aircraft carrier (static)

dim kindle
#

also the steam workshop does now work

#

i can do anything

prisma oyster
dim kindle
#

@prisma oyster if i click on steam workshop and click see all/see more or search on things thyere comes nothing and it is just saying No items matching your search criteria were found.

prisma oyster
#

what's your Arma version?

dim kindle
prisma oyster
#

e.g…?

distant merlin
#

Tell me how to stop time in the editor?

prisma oyster
distant merlin
prisma oyster
#

ah
stop time you cannot from the editor
you can use a module for time acceleration and set it to 0.1 iirc,
otherwise you can script a solution for this + reset time every 5 minutes for example

#

in initServer.sqf

0 spawn {
  private _startDate = date;
  setTimeMultiplier 0.1;
  while { sleep 600; true } do
  {
    setDate _startDate;
  };
};
```this should do the trick
#

@distant merlin ↑

dim kindle
#

@prisma oyster is there a way i can make defence and attack with ai

prisma oyster
#

yes

dim kindle
#

how i do it

vapid fractal
#

Hi, I have several questions:

  • I would like to display a message when players join my map, for example "Welcome", how can I do that ?
  • Is there a way to create a menu which allows players to switch day & night ?
  • I created a menu which allows players to rearm, refuel, etc, the problem is that it is displayed 15 times (https://www.noelshack.com/2022-26-2-1656424946-menuopen.jpg)
prisma oyster
vapid fractal
vapid fractal
#

Thanks a lot, I didn't touch the EDEN editor for several years and just began to work on my map again. 🙂

I have a last question: when I save my map in mpmissions, there is just a .SQM file (there isn't the picture of my map, scripts, description.ext, etc), is that normal ?

prisma oyster
vapid fractal
# prisma oyster - see e.g -- https://community.bistudio.com/wiki/cutText -- https://community.bi...

I created an InitPlayerLocal.sqf file with that:

[] spawn
    {
        cutText ["", "BLACK FADED", 999];
            0.1 fadeSound 0;
            sleep 3;

                "dynamicBlur" ppEffectEnable true;
                "dynamicBlur" ppEffectAdjust [6];
                "dynamicBlur" ppEffectCommit 0;
                "dynamicBlur" ppEffectAdjust [0.0];
                "dynamicBlur" ppEffectCommit 3;

        cutText ["", "BLACK IN", 7];
            14 fadeSound 1;
            playMusic "AmbientTrack01a_F_EXP";
        sleep 1;
            

            [str ("MISSIONNAME") ,  str (date select 2) + "." + str (date select 1) + "." + str (date select 0)] spawn BIS_fnc_infoText;
        sleep 11;
            [str ("Time"), str (date select 3) + "." + str (date select 4)] spawn BIS_fnc_infoText;
        sleep 10;
            0=[[["MISSIONAREA, ","align = 'center' size = '0.7' font='PuristaBold'"],["","<br/>"],["MISSIONISLAND","align = 'center' size = '0.7'","#aaaaaa"]]] spawn BIS_fnc_typeText2;
    };```

However when I join my map, nothing happens
formal muralBOT
#
How to use SQF syntax highlighting in Discord

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

// your code here
hint "good!";
prisma oyster
#

However when I joins my map, nothing happens
place only

sleep 3;
hint "initPlayerLocal.sqf";
systemChat "initPlayerLocal.sqf";
```to check if the file is correct @vapid fractal
vapid fractal
prisma oyster
#

yes, and just that
when you start the mission you should see something somewhere

prisma oyster
prisma oyster
vapid fractal
#

These files + description.ext + mission.sqm + 2 pictures + files inside "menu"

vapid fractal
prisma oyster
shrewd gull
#

is there anything i can do on the eden side when making missions to reduce lag? or is it just the game being poorly optimized. all of my friends find the game hard to play when we run around 25 fps. there isnt many enemies or props either.

shrewd gull
#

would turning on dynamic simulation on units (ai) effect the gameplay in any way if its set to a reasonable range? or should I just not bother. Also, would it be worth it to use the hide terrain object module to hide the terrain of most of the map (parts we are not playing) to help FPS if i set them to operate locally?

vestal perch
#

Usually what causes issues are:

Using a loooot of different assets

Having very dense object placement

Using mods that have errors/badly made assets (poor optimization)

Using badly made scripts that strain server/network

prisma oyster
#

AI would not be simulated, so CPU cycles would be saved

fading goblet
#

Actually, hiding objects on parts of the terrain which you never go to does help with client FPS. We ran an OP on a tree heavy terrain, and most people noticed an increase of 5-10 FPS (and sometimes even more) when hiding half of the terrains trees.

modern bane
#

Does anyone know how to make animation not looping?

pliant plaza
#

how to add waypoints to objects in arma III

plain gale
#

Only possible to groups or individual units

pliant plaza
#

Wdym?

plain gale
#

Soldiers and manned vehicles

frank carbon
#

Where do SQF files come into Arma? I'm following up from this comment:

If you can't do this, I believe Zeus Enhanced makes it possible to export a mission's current state to .sqf so you can plop it into a file and edit it like a mission. You could just do that each time you play--especially if you were planning on Zeusing anyway.

Context: Is it possible to edit a mission in progress using eden editor?

I didn't think it was possible before but it's seeming like there's a chance

smoky turret
#

I recently downloaded some mods, the sound on the guns works in arsenal just not the editor. Anybody know how to fix? (I’m relatively new.)

keen jolt
smoky turret
#

don’t think so no because it works in virtual arsenal @keen jolt

keen jolt
#

Maybe it mutes the sounds in editor

#

There's no difference between arsenal and editor when it comes to guns

smoky turret
#

Yea because I set up a scenario with my British mods as a patrol against a Russian force and the guns just riding emit any sound

frank carbon
#

Well I did I uh forgot the name, but something foolish. I clearly don't know what I'm doing so I should just ask how to do X instead of asking if X achieves Y
--
I want to make it so in the eden editor any change I make whilst playing singleplayer in it can be moved over to the editor scenario. This can be done through editing the eden scenario's save-file or be as simple as just using a mod either way, is this possible? As I plan on large-scale RTS-like battles this will require every instance in the map moving over to eden. I am using ZEN with Zeus to control everything realtime and Eden to set it up.

keen jolt
#

But it is possible to record what happens in one scenario and apply it to another scenario

fading goblet
#

I've used a missionToSQM script before and it works like a charm.
Problem is, I've embedded it in a mod as a Zeus module, so can't be used as a standalone and simply copy&paste the script won't work (and I can't find the original source on the forums anymore).

https://github.com/Grezvany13/UNITAF_Framework/blob/develop/u/UNITAF/addons/zeus/functions/fnc_actionExportToSQM.sqf

In short; in Zeus it will find all placed objects and put it in SQM formatting. All the data will then be placed in your clipboard (like CTRL+C) which you then can manually paste in the SQM file you're working in.

Again; the script in that repo CAN NOT be used without heavy modifications.

frank carbon
eternal dust
#

how can i edit a downloaded PBO ?

prisma oyster
#

You ask for the original author's permission

modern bane
#

does anyone know how to make a animation not looping?

small patrol
#

More context please

modern bane
#

so im want to combine animation but i dont know how to do it, im new in arma 3

small patrol
#

More information please. Combine animation how? How do you animate in the first place?

vestal perch
vestal perch
#

Depending on what one wants to make, one can make a additional pbo that contains changes. Like config patch addon

vestal perch
eternal dust
vestal perch
eternal dust
#

converting a pbo so i can edit it in the editor so i could add my own mods into it

vestal perch
#

That is not how it's done

#

Or are you talking about a mission?

eternal dust
#

yes

vestal perch
#

(both missions and other mods/addons are pbos yes) so it is important to specify clearly what you want to do

eternal dust
#

i want to edit a downloaded mission

acoustic yew
#

can the mission maker send you a zip and save you the trouble?

ancient quarry
#

Anybody got a video that can help with setting up enemy AI CAS attack?

spring plaza
#

How do i stop the game tying me to the first character i place in the editor?

carmine wraith
#

Guys i have a ask, can someone help me? I have a mission idea id love to do but dont know how to do it...

keen jolt
carmine wraith
#

So for the idea.. what i would love to happen is that, by using the team switch in single player.. i want to fly the helicopter myself and then switch over to the squad and take control of them when i land. Like land, switch, get out then switch back to the helicopter to fly it away. Because we all know using the AI transport module the AI are prone to either crashing or flying into direct enemy fire. Where as if i was to manually control both, it would work better. Any help is greatly appreciated.

keen jolt
#

actually you can just do it in 3den too

carmine wraith
#

i really dont understand scripting

keen jolt
#

right click on the unit -> attributes -> playable

carmine wraith
#

yeah so i do that however when i switch from the helicopter to the squad to get them to get out, the helicopter randomly takes off?

keen jolt
#

it might yes

carmine wraith
#

so how do i prevent that??

keen jolt
#

needs scripting

carmine wraith
#

Could you write the script? I really have no idea and really want this to happen in my game:(

#

but- could you create a trigger and have it disable the AI move ?

keen jolt
#

that was the idea yes

carmine wraith
#

Please could you write me the script? It would be greatly appreciated

keen jolt
#

ok. one moment

carmine wraith
#

Legend thank you, i take it you paste it into the unitd INIT?

keen jolt
#

I'll tell you what to do when it's done

carmine wraith
#

Thank you!:)

keen jolt
# carmine wraith Thank you!:)

make a file in your mission folder called initPlayerLocal.sqf
then put this in it:

if (missionNamespace getVariable ["cyk_tsEH", -1] >= 0) exitWith {};

_EH = addMissionEventHandler ["TeamSwitch", {
    params ["_previousUnit", "_newUnit"];
    
    if (_previousUnit == driver vehicle _newUnit && isTouchingGround vehicle _previousUnit) then {
        _previousUnit disableAI "MOVE";
        [_previousUnit, _newUnit, vehicle _newUnit] spawn {
            params ["_unit", "_player", "_veh"];
            waitUntil {
                sleep 1;
                !(player in _veh) || !(_unit in _veh)
            };
            
            _unit enableAI "MOVE";
        };
    };
    
}];

cyk_tsEH = _EH;
carmine wraith
#

how do i access all this? (im not tech savvy)

keen jolt
#

access what?

carmine wraith
#

the mission folder etc

keen jolt
#

well you can just throw that in the unit's init field

#

it'll work there too

carmine wraith
#

oh sound ill give it a go. Is that pasted in the helicopter init and squads?

keen jolt
#

any init field will work

#

just put it in 1 init field

carmine wraith
#

thanks mate will try

keen jolt
#

oh I forgot one thing

#

fixed

#

copy the script again

carmine wraith
#

yeah the helicopter flew away again lol, will try new scriot

keen jolt
#

the helicopter must land properly and fully touch the ground

carmine wraith
#

okay so i have got the helicopter on the ground, i get the squad to go and board. Next i switch to the heli and power up. Then one of the squad jumos out randomly then i get out and the heli takes off and hovers

keen jolt
#

oh you want the heli to just land?

#

you said you wanted it take off thonk

#

Like land, switch, get out then switch back to the helicopter to fly it away.

#

oh wait you want to switch back

#

nvm. I read it wrong

carmine wraith
#

yes but only i am flying the heli and then switching to the squad to command

#

all without AI interfering

keen jolt
# carmine wraith yes but only i am flying the heli and then switching to the squad to command

well this will keep the AI movement disabled

if (missionNamespace getVariable ["cyk_tsEH", -1] >= 0) exitWith {};

_EH = addMissionEventHandler ["TeamSwitch", {
    params ["_previousUnit", "_newUnit"];
    
    if (_previousUnit == driver vehicle _newUnit && isTouchingGround vehicle _previousUnit) then {
        _previousUnit disableAI "MOVE";
    };
    
}];

cyk_tsEH = _EH;
``` but I'm not sure if this is what you want
carmine wraith
#

so ill write it out the best i can

#

2 mins

keen jolt
carmine wraith
#

Yeah and the helicopter flew away and i controlled it then landed it. Next i switched to the infantry commander and it lifted off and hovered

#

Mission

Start

playing as AI- Get into helicopter and STAY

SWITCH TO PILOT

Player piloting the helicopter

Fly around then land

SWITCH TO INFANTRY SQUAD COMMANDER

Helicopter hopefully stays on the ground without flying off and troops can dismount

SWITCH BACK TO HELICOPTER

Fly and land away from AO

keen jolt
#

if the pilot is in the heli from the beginning it can always be disabled

carmine wraith
#

yes so the infantry sentry or squad, will board and the helicopter needs to stay on the ground without flying off. Same with exfil, he needs to land and wait

#

obviously player assisted landing etc

keen jolt
#

is the unit in the heli from the beginning?

#

or does the AI get into the heli mid mission?

carmine wraith
#

yes the pilot starts in the heli with the engine off

keen jolt
carmine wraith
#

okay 2 min

#

RESULTS- so the helicopter needs to be flown to the troops first then now i can fully switch over to the infantry. The heli will stay there forever, now the last issue is the infantry (the one whos attacthed to me) gets out the helicopter the moment i switch to the pilot

keen jolt
#

sounds like you're getting Arma'd

#

they shouldn't be getting out

carmine wraith
#

yep 😄

keen jolt
#

does the old infantry player alone get out?

#

and if so, does he have a leader?

carmine wraith
#

yes he gets out and yes he has a leader

keen jolt
#

then his leader is telling him to get out

carmine wraith
#

okay cool

#

now i order the squad to go in the helicopter and it flies off

keen jolt
#

are you using any mods?

carmine wraith
#

yes, like vcom etc

keen jolt
#

well then they're messing with things

carmine wraith
#

okay ill take them off and see what it does

keen jolt
#

the AI will not be able to move for the duration of the mission

carmine wraith
#

okay i will take off all AI interference mods and do the obvious and use that only script

proven marsh
#

Heya so, my AI move commands after they are spawned after a trigger works fine in single player, cannot find a solution to why they won’t move in multiplayer? Is it because they spawn from the server and it’s not reading the waypoint correctly? I’m using LAMBS

acoustic yew
proven marsh
#

Yeah working on trying it now without LAMBS, but the server has it loaded so I don't see why

#

_grp7 = [getMarkerPos "spawn4", east, ["UK3CB_KRG_O_SF_SL",
"UK3CB_KRG_O_SF_AR",
"UK3CB_KRG_O_SF_MD",
"UK3CB_KRG_O_SF_LAT",
"UK3CB_KRG_O_SF_RIF_1",
"UK3CB_KRG_O_SF_TL",
"UK3CB_KRG_O_SF_DEM",
"UK3CB_KRG_O_SF_MK"],0] call BIS_fnc_spawnGroup;

[_grp7, 1000, nil, nil, getmarkerPos "qrf1"] spawn lambs_wp_fnc_taskRush;

This is what I am running as a script

proven marsh
#

Must be my script, ran both a reg move and a LAMBS move, neither seemed to have worked. The AI just lock up and stay in place so I am assuming it may be a server setting?

acoustic yew
#

where are you running the script

#

server only trigger?

#

did you try without lambs mod installed?

proven marsh
#

Yep going to look into it again tomorrow

bronze peak
#

I don't suppose anyone knows what the array of reference looks like for 3Den triggers?

#

I want to reference the unit that activated the trigger.

small patrol
#

thisList?

bronze peak
#

And then select out of the array, then?

#

Well, this was a lot more elegant than I would have thought...

small patrol
#

Yeah thisList is already an array

bronze peak
#

I was trying thislist, but I was doing that one Star Wars meme about being close to greatness, essentially. Thanks for letting me bounce the thought, I genuinely would not have figured it out on my own

spiral oasis
#

Is it possible to make respawns available but only for 1 player?

spiral oasis
#

thank you

spiral oasis
#

would yu mind breaking it down for me please?

keen jolt
#
[player, "markerName", "my cool respawn"] call BIS_fnc_addRespawnPosition
#

adds a respawn position locally for the current player

#

replace markerName with the name of the marker in 3den

#

if you want to add it to other players replace player with their var name

spiral oasis
keen jolt
#

what?

#

all players will respaiwn
why would they all respawn?

#

if respawns are enabled in game settings
give your marker a name that's different from vanilla respawn markers

#

you can also use objects instead of markers

#
[player, someObject, "my cool respawn"] call BIS_fnc_addRespawnPosition
proven marsh
#
"LOP_SLA_Infantry_SL",  
"LOP_SLA_Infantry_Corpsman",  
"LOP_SLA_Infantry_Rifleman",  
"LOP_SLA_Infantry_AT",  
"LOP_SLA_Infantry_AT_Asst",  
"LOP_SLA_Infantry_GL",  
"LOP_SLA_Infantry_MG",  
"LOP_SLA_Infantry_MG_Asst"],0] call BIS_fnc_spawnGroup;  
  
_wpt1 = _grp1 addWaypoint [getMarkerPos "move1",5];  
_wpt1 setWaypointType "SAD";```

So tried this code, same issues as stated before, AI spawn but will not move or even go into a formation when they spawn, they just stay put
#

works locally, not server side

#

console and logs show no errors

#

Tried it without LAMBS loaded to the server as well, no dice.

#

Generally reduced now, seems that they just get stuck even without a waypoint set, and won't work until a task reset module is used from LAMBS or respawned fully

#

Only happens in-server, locally when I play the mission it works fine.

grim grove
#

How do i make it so a unit will move when another unit has completed its waypoint?

prisma oyster
grim grove
jaunty turret
#

Hey I may be misremembering this but did there used to be a function like setUnitPos but that instead of setting the stance of a unit it would whitelist or blacklist certain stances? I swear I've used this in the past but I might just be losing it because I can't find it on the wiki anymore.

proven marsh
#

Is there a way to have a trigger repeat tasks after it is activated without the conditions (ie Player Present) being met?

#

Tried timeout, no dice

modern brook
#

hi guys
I am opening a server from my own ip. I have written scenarios many times before and played with my friends, but this time, when they enter the server, their game crashes and no one has an error code, does anyone know the reason?

prisma oyster
modern brook
shrewd gull
#

is there anyway to turn down engine voluume compared to the rest of the effects? its earblasting lo,

jaunty turret
acoustic yew
#

what would the task be?

#

your question is vague, but the answer is probably creating a loop with light scripting

modern bane
#

does anyone know how to make AI suppressing fire for long distance?

bronze peak
#

I'd try doTarget and doFire, I guess, but this is something I did not in fact need to figure out for the longest time.

#

There's also suppressFor which could prove of equal interest.

untold ice
#

Hey guys, anyone know if you can put functional tripwire mines in zeus?

#

I can put them in the editor but when I try to start the scenario and go into zeus there's not explosives tab

small patrol
#

There is. Search by tripwire

untold ice
#

I find them as Things instead of Explosives

#

when I put them down and walk over them they don't trigger

small patrol
#

It does

untold ice
#

nvm it does now? lol I tried yesterday and they didn't trigger

#

guess that works

#

thanks

hybrid geyser
#

Question: Keyframe animation, can it work on dedicated servers? Or only in Singeplayer?

proven marsh
acoustic yew
#

what is the condition for the ai to spawn

#

after a certain amount of time? Dead friendlies?

humble sundial
#

I'm currently making a mission, and I am using a tutorial on spawning ai, but I' mgetting this error message when I spawn in
[bis_tnc_moduleSpawnAI_initSpawnpoints] [L Alpha 1-2:1][L Alpha 1-2:1] Combination | side=East + faction_68riflesquadone | is not valid

#

I tried the same thing with vanilla arma units and it gave me this
[bis_tnc_moduleSpawnAI_initSpawnpoints] [L Alpha 1-2:1][L Alpha 1-2:1] Combination | side=East + OIA_InfAssault | is not valid

modern bane
#

does anyone know how to make AI firing during the animations?

small patrol
#

If the animation disallows, you can't. Unless you make a config about it

modern bane
#

so how do i make the configuration? (sorry im new in arma)

small patrol
#

New to Arma doesn't matter... you just need some config works #arma3_config
https://forums.bohemia.net/forums/topic/223716-behind-the-artwork-supporter-how-to-animate/
My post should clarify some configs that needed to make something fireable

red remnant
#

is there any way to add custom soundtracks to composition? like placing an .ogg sound file beside SQE files and then perhaps creating a CfgMusic somewhere to add those soundtracks?

in missions I would normally insert them via Description.ext in either CfgSounds or CfgMusic but .ext is a mission Config file and don't think that's applicable here for compositions :((

red remnant
#

:((

keen jolt
#

so you can add the composition and the CfgMusic entries, plus all the .ogg files, to a pbo

#

2.10 is only a couple of months away

small patrol
#

Late August JJ said FYI

mental zodiac
#

How can i scale objects for MP scenarios? Scaling is working perfectly in SP, but in MP objects don’t get their scale modified at all

small patrol
#

remoteExec then

mental zodiac
small patrol
#

Uh wait sorry, it must be global effect

#

IDK which Mod does that

mental zodiac
#

Yeah, this attribute is added by 3den enhanced

small patrol
#

One way you can do is if (local this) then {this setObjectScale 1}; locally

#

Instead of 3den Enhanced's attribute

mental zodiac
#

Damn i got so many objects rescaled already rasstroen

small patrol
#

...Or report this to R3vo and wait the update

plain gale
#
[_this, _value] spawn 
{
  params ['_object', '_scale'];
  sleep 0.5; 
  [_object, _scale] remoteExec ['setObjectScale', _object];
};

I guess this should work then @small patrol ?

small patrol
#

Guess so? Not sure if the sleep is mandatory

plain gale
#

I added it because there were some issues which, according to the report were fixed by a small delay

#

@mental zodiac I can push an update in a few minutes

#

Would be neat if you could test the attribute then.

mental zodiac
#

If it’s okay, i’ll report results to you :)

plain gale
#

Awesome

kind tusk
#

Is there a way to make Independany go against BLUFOR

glass hazel
#

i think there's also option in the editor

kind tusk
#

Ah thank you

#

Time to scavenge the options somewhere

kind tusk
#

And for anyone who wants to know its in editor
Top left "Attributes" and its in "General" > Misc which is at the bottom

wintry wadi
#

Having some trouble getting my AI helicopters to move to a precise point. I just set up a simple scenario with a NATO helicopter and a "move" waypoint on top of a helipad - but the helicopter stops moving when it's a good distance away. I tried changing the terrain (moved to VR map), making the completion radius 5 meters, AI pilot skill to 100%... didn't help. How can you get AI to move their helicopters right on top of a MOVE waypoint?

keen jolt
#

you can't

#

there is one thing you can try instead but no guarantee it'll work (it also breaks the waypoints)

#
_veh = vehicle this;
doStop _veh;
_veh spawn {
  sleep 1;
  _this moveTo ASLtoAGL getPosASL myHelipad
}
#

put that in the completion statement of the move waypoint

#

and change myHelipad to the var name of your helipad

wintry wadi
mental zodiac
# plain gale Would be neat if you could test the attribute then.

So i've tried to:

  1. Start up dedicated server without changing a scenario
  2. Adjust object scale a little bit and restart a scenario
  3. Remove object completely, place a new one and adjust it's scale

And still there is no effect for dedicated server. I think the problem is that those objects aren't simple ones, how it's requested here: https://community.bistudio.com/wiki/setObjectScale

But why then it's properly scale objects in SP? :)

plain gale
#

No clue.

#

I could readd that delay. Perhaps it was good for something.

mental zodiac
# plain gale No clue.

Thanks anyway. Appreciate how quick you've answered and made a try to fix this thing :)

plain gale
#

I'll push another update today.

#

Thanks for testing

plain gale
#

@mental zodiac I pushed another update. If you can, please check if it works now

mental zodiac
keen jolt
#

I mean what code

mental zodiac
keen jolt
#

how many objects have you scaled?

mental zodiac
#

Original problem was that objects are getting scaled properly in SP, but not on dedicated server, if i'm using 3den enhanced scale attribute

plain gale
#

@mental zodiac Have you repaired the mod? I've just tested it and it work in SP

mental zodiac
#

Will test it on dedi in 5 mins

plain gale
#

prays that it works finally

mental zodiac
#

BTW, Edit Terrain Object module is not working properly on dedicated too. Doors that are locked in SP are opened on Dedi :(

plain gale
#

Terrain Object module is known.

#

Well, nothing I can do about the MP issue then

keen jolt
#

objects with disabled sim don't synchronize in MP...

mental zodiac
mental zodiac
#

Nah, still no effect

#

The biggest issue for me is that i can't rescale invisible walls for multiplayer

#

But besides of that everything is manageable

keen jolt
mental zodiac
#

I have a 5 sec intro to let all my shitty scripts properly initialise

keen jolt
#

do you have access to a debug console in the mission rn?

keen jolt
#

run this diag_activeScripts

#

tell me what it returns

mental zodiac
keen jolt
#

actually nvm it works in SP so that's not the problem

#

try putting this in the object's init:

this spawn {
  sleep 1;
  _this setobjectScale 2;
}
#

just for testing

#

(change 2 to whatever scale you want)

mental zodiac
keen jolt
#

use cursorObject

#

not cursorTarget

mental zodiac
#

still no effect. setObjectScale requires object to be a simple object or attached

#

I'm not sure how it works in SP though

keen jolt
#

that was gonna be my next suggestion

#

just make a local copy of the object for every client

mental zodiac
#

How can i run setObjectScale for something that i've used BIS_fnc_replaceWithSimpleObject on?

kind tusk
keen jolt
#

it's not suitable for MP

#

especially if you have lots of them

mental zodiac
keen jolt
#

but anyway to answer your question:

[this] call BIS_fnc_replaceWithSimpleObject setObjectScale 2
mental zodiac
#

I think for my purposes i just need to create a small mod with large enough invisible walls

mental zodiac
# keen jolt invisible walls can be scaled

i'm not sure how can i

make a local copy of the object for every client
in context of something that i've placed with 3den editor and without shitload of bad sqf scripting ;D
Also keeping in mind that i'll need at least 32 of them

keen jolt
#

idk

keen jolt
#

then run a script that converts them

mental zodiac
kind tusk
#

My Riflemen keep exiting the vehicle when they are still in the air

#

The heli hasnt even landed

#

And they immediatly just jump out

mental zodiac
kind tusk
#

Well the first attempt of landing was good and this one the helicopters are all bumping into each other and the units are jumping out while still hundreds of feet in the air

#

The intelligence suddenly stops existing and they all go braindead

mental zodiac
# kind tusk Well the first attempt of landing was good and this one the helicopters are all ...

You can try to make your idea come true through this:
https://youtu.be/bjNuMUHdZL8

VEHICLES:

Recording (Trigger1):
rec = [heli1,180] spawn BIS_fnc_UnitCapture;

Init.sqf:
wp1 = compile preprocessfile "wp1.sqf" ;

Playback (Trigger2):
rec = [] spawn wp1;

Saving (wp1.sqf):
wp1 =;
[heli1, wp1] spawn BIS_fnc_Unitplay;

===================================

INFANTRY:

https://forums.bistudio.com/forums/topic/175154-functions-unitc...

▶ Play video
#

Record and play exact fly path of your helicopter and when isTouchingGround become true for heli, make units leave from the choppa

kind tusk
#

The ai pilots not looking good tbh i was just chilling in passenger and suddenly a helicopter comes out of nowhere and slams themselves into mine

#

The Ai isnt exactly safe to be honest

#

Very dangerous

mental zodiac
#

Just unitCapture your heli

kind tusk
#

Or i can just pilot it my self

#

The fuel copter seems to be abit faster than the transports

#

Which is killing everyone

#

Still learning how the ai works tbh cus im not exactly ready for multiplayer

#

But they are interesting to observe

mental zodiac
#

But this rotation values will be taken from an object to which you are attaching your wall

#

And in SP it will be taken from object itself

keen jolt
#

it's slow af

#

just create simple objects

mental zodiac
#

And it will be long as hell to create every invisible wall and test it ig to fine-tune the position

grim grove
#

Is there a way to use the edit terrain object module for placed buildings?

keen jolt
#

you can just place them wherever you want

#

scale them in 3DEN

#

then recreate them as local simple objects

mental zodiac
keen jolt
#
Grozovsky_fnc_createSimpleObj = {
  params ["_type", "_pos", "_dir", "_up", "_scale"];
  _obj = createSimpleObject [_type, _pos, true];
  _obj setPosWorld _pos;
  _obj setVectorDirAndUp [_dir, _up];
  _obj setObjectScale _scale;
};
publicVariable "Grozovsky_fnc_createSimpleObj";
[] spawn {
  sleep 3;
  {
    [typeOf _x, getPosWorld _x, vectorDir _x, vectorUp _x, getObjectScale _x] remoteExecCall ["Grozovsky_fnc_createSimpleObj", 0, true];
    deleteVehicle _x;
  } forEach getMissionLayerEntities "myLayer"#0;
};
#

put that in initServer.sqf

mental zodiac
keen jolt
#

and change myLayer to the name of your layer

#

@mental zodiac I just made an edit

#

try it again

analog pond
#

Does anyone know how the "Call Support" function for logistic trucks (ammo/fuel/repair/medical) works?

plain gale
mental zodiac
keen jolt
#

try it one more time (I edited the code again)

plain gale
#

What delay @keen jolt ?

mental zodiac
#

And the scale should be 4, so dedicated server doesn't know scale of the object placed in the 3den at all

plain gale
#

yeah, it#s weird

keen jolt
mental zodiac
#

I've putted it into Grozovsky_fnc_createSimpleObj :)

keen jolt
#

that executes for everyone...

#

but yeah I get what you mean

#

well you can do it another way too meowsweats

mental zodiac
keen jolt
#

you can add a "fake" scale in 3DEN

#

then apply it by script meowsweats

plain gale
#

That delay is from old code

keen jolt
#

in obj init:

this setVariable ["my_objScale", 4];
#

init.sqf

Grozovsky_fnc_createSimpleObj = {
  params ["_type", "_pos", "_dir", "_up", "_scale"];
  _obj = createSimpleObject [_type, _pos, true];
  _obj setPosWorld _pos;
  _obj setVectorDirAndUp [_dir, _up];
  _obj setObjectScale _scale;
};
publicVariable "Grozovsky_fnc_createSimpleObj";
[] spawn {
  sleep 1;
  {
    [typeOf _x, getPosWorld _x, vectorDir _x, vectorUp _x, _x getVariable ["my_objScale", 1]] remoteExecCall ["Grozovsky_fnc_createSimpleObj", 0, true];
    deleteVehicle _x;
  } forEach getMissionLayerEntities "myLayer"#0;
};
mental zodiac
#

Thanks

keen jolt
mental zodiac
mental zodiac
#

But rpt is spamming with:
A null object passed as a target to RemoteExec(Call) 'setobjectscale'

keen jolt
#

wat? thonk

analog pond
keen jolt
mental zodiac
keen jolt
#

because I delete the object (it'll be replaced)

#

so it's a non-existing object

mental zodiac
keen jolt
#

so maybe that's why it has not been scaled

keen jolt
mental zodiac
mental zodiac
mental zodiac
#

with custom variable for scale

keen jolt
#

well ofc it works

keen jolt
#

so my code sees the scale as 1

mental zodiac
keen jolt
#

increase sleep 3

#

if it still doesn't work it's a dedicated server bug

mental zodiac
# keen jolt increase `sleep 3`

Increasing the delay doing nothing with this blah-blah in RPT, but if i set object's scale to 1 in 3den enhanced it stops this spam
BUT
The strangest fucking thing, this spam occurs even when object scale is 1 in 3den, after the mission's end

keen jolt
#

then I'm gonna safely say it's a bug in 3DEN enhanced

mental zodiac
#

This is the code responsive for the spam, so yeah

 [_this, _value] spawn
  {
    params ['_object', '_value'];
    while {getObjectScale _object != _value} do
    {
      [_object, _value] remoteExec ['setObjectScale', _object];
      sleep 0.05;
    };
  };"

It's not actually 3den enhanced bug, but related to 3den enhanced bug

keen jolt
#

wdym? where did that code come from?

mental zodiac
keen jolt
#

then it's an 3DEN enhanced bug

#

it shouldn't be spawning so many scripts anyway

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spawned scripts slow down the scheduler

mental zodiac
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@plain gale why is there sqf while {getObjectScale _object != _value} do in ENH_ObjectScaling class?

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is it a workaround for making simulated objects scale properly?

mental zodiac
# keen jolt then it's an 3DEN enhanced bug

Nah, without your object removal workaround for making things work on DS, there is no such spam from 3den Enhanced, so it's not actually a bug in 3den Enhanced, but i'm not sure why there is condition checking in ENH_ObjectScaling anyway

plain gale
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Was for testing purpose

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I am going to disable this att. for MP entirely

keen jolt
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it is a bug. there's no guarantee that the scale will successfully apply (e.g if the object is a unit/vehicle), and it'll end up being an infinite loop