#arma3_editor
1 messages · Page 62 of 1
in that case it'd be createSimpleObject with the model path from getModelInfo
on mobile don't know how to format but
copyToClipboard str ((getModelInfo cursorObject) select 1)
in debug will copy the path to clipboard for use in https://community.bistudio.com/wiki/createSimpleObject
sleep 0.1;
enableEnvironment [false, true]; is at the top of my init.sqf file yet I still see snakes and rabbits?
in singleplayer it should work normaly but in multplayer you will need to remoteExec to work: https://community.bistudio.com/wiki/remoteExec
[false, true] remoteExec ["enableEnvironment", -2, true];
something like this.
and again, don't forget a mission can be *player-*hosted
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.
It means exactly that.
LE as in "Local Effect". since init.sqf and init fields are run (locally) on the joining machine, it's fine
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
no can do but through scripting 🙂
ohh okay okay i see, I'm sorry if it's been asked before here but I just wanted to make sure.
hey no problem, better ask than not!
@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.
It can't just be the map can it?
it can be
maybe the map or some other mod has its own ambient life script
Tested a blank map and I believe its Dongo's Map Pop doing it.
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....
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.
Well if you use CBA use their keybinding system
If not use the KeyDown event handler
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.
For the most part, setting the server to force difficulty 'Veteran' or a Custom difficulty, covers most of what I assume that you want to do. That is: disable markers of players and enemies on the map, and waypoints in the player view.
Doing the Escape COOP mission (or any mission) on Tanoa becomes a different challenge with that.
How do I add sound for the fire entity?
How would I create a wait command? As in, wait to read the next line of code for 2 or 3 seconds.
that isn't working for me. sleep causes the unit to not take in any orders so the code im using to move it wont work as it will stop moving
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
Did you try with waituntil https://community.bistudio.com/wiki/waitUntil ?
im not sure how to use that for the desired effect. Can I waitUntil (5 seconds have passed) in some way?
Sharing that .sqf file helps in that case.
Currently I've gutted the file because it wasnt working
Working with backups before gutting helps a lot as well.
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
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
Thank you I will give this a try, appreciate the suggestion very much!
dont forget to read notes
nothing in the notes, and sadly it appears to not work at intended.
``_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;``
that is in a .sqf file being called upon scenario start. Any idea why it isn't working?
I dunno ur code, I dunno whats happening, I dunno what exactly u re trying, I dunno whats the purpose of life
and there are notes below the page -,-
@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.
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.
(Forgot to mention: you can also add an additional "End Mission" trigger on a 90 minute timer)
Anyone able to make a rts style game mode with Zeus ? No mods
plenty of people yes
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.
noob here; is there a way to get a trigger to activate when a mortar is assembled?
it would be better to use an event handler (#arma3_scripting)
ok ty
You can get the compass direction between two points and display it to the player. Just put a hint into the code for each waypoint that hints the direction to the next waypoint
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
once everything is loaded it is fine tho
Yeah use less mods
use RAM disk and put your mods on it, but I suspect you do no have 1TB of RAM
at least, use an M2 or a SSD
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
does anybody have a good tutorial on ai helping players assault a town?
just give them waypoints? 
add AI members to group of player? or attach a move waypoint or search-and-destroy to player?
usually the answer to "can you make AI do xyz" is "no".
or "not properly, just barely"
Can anyone help me with this? Trying to make it so when a Friendly convoy gets ambushed, Reinforcements start heading to the area.
Just use some LAMBS waypoints lul
hi, where would i find the class icons for the respawn loadout menu?
default icons used for respawn loadouts should be in \A3\Ui_f\data\GUI\Cfg\Ranks\
if you didn't set your convoy to "careless", they most likely will change their behavior to "combat" when they're attacked
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";
sorry if this is a silly question but where is the A3 folder?
that's not a folder
it's addon path
you can find that addon in your arma installation folder, in addons\ui_data_f.pbo
you can extract the pbo to get the icons
i see thanks
Fellas what does "displayRemoveEventHandler" mean
it is a scripting command
see https://community.bistudio.com/wiki/displayRemoveEventHandler
wrong mod/script
how would I have a respawn role with the medic trait?
Scripting, with setUnitTrait
so putting setUnitTrait ["Medic", true];inside a CfgRespawnInventory Loadout would give the medic trait?
no, it would have to be scripted
i see
thanks
so then how would i detect if a player has selected a class with a certain name (like Medic)?
that I don't know 😬
Alright, thanks
How to make "File patching allowed: Yes"?
See startup parameters on the wiki :-)
I believe it is -allowFilePatching but it's off the top of my head
server config allowedFilePatching=2
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
I have been at this for a couple hours and need help
are the waypoints always goign to be the same
is the plane customized at all
you need to provide more details because this will require a script (as far as i know)
- is the pilot loadout customized or is it a pre-made faction loadout?
- is the plane customized or is it a pre-configured vehicle from the editor?
- what do you mean by "the same orders"? does it have a patrol route?
- how do you define "downed"? destroyed? pilot ejected? what happens to the pilot? what happens to the old plane?
- Pre-Made
- Pre-Configured
- Like upon respawn it goes back to the one order I have for the entire squad which is "seek and destroy"
- Shot down, pilot ejected, all. But I prefer him not to eject
I'll set you up with something to get you started
Okay thank you very much!
Feel free to DM me
I just want a basic script or something to keep the AI in the jet when they respawn. Then to keep just doing the order to which they were assigned
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.
there's no fix for that, that's how A3 works with vehicle interiors.
Cheers mate
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?
But spectating in SP works just fine
I have a picture but cannot post it here.
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
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
the game supports "respawn_west_0", "respawn_west_1" etc
So copy-paste :-)
ooooh
didnt know that thanks
uh is there a way to make respawn markers appear on the respawn menu like 10 seconds after a mission starts?
you can delete all markers on mission start of a certain classname and then place markers on the positions that you want them to be in 10 seconds after
Does anybody know how to fix the bug with set costs curator module removing most addons from the zeus interface?
i see
thanks
I've never used curator costs, but have you tried some of the other approaches from https://community.bistudio.com/wiki/Arma_3:_Curator#Costs (instead of using the module)?
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
are you sure it's related to your mission?
it could be a problem with the terrain
probably, it only happens on my mission
oh, and is there a way to fix it then?
you should first figure out what the root of the problem is
try an empty mission and fire some artillery at where you're trying rn
see if you get any performance drops
also how do you fire the artillery?
via support
you mean virtual artillery?
then comms menu
k
then I doubt it's related to your mission. it's probably a terrain problem
maybe it creates too many particles
let me check, im loading into an empty mission
i dont get any lags in an empty mission
maybe i can show you my mission in vc (mic muted) and you can tell me where the problem is?
ok
which vc do i join?
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; };
no need to delete the marker, you can just make it invisible until the unit spawns
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?
Because nowadays the Gameplay Mode Modules no longer work for some reason
Have you considered writing a script instead
because that would probably be easier
Last time I did that a few weeks later it stopped working entirely
It was from someone else on here
with setMarkerAlpha?
Yes, 0 is invisible
aight thanks
also, is there a way to detect if a multiplayer slot is occupied with either ai or a player?
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
oh you want to check the unit, i thought you wanted to check if the slots are occupied
!code
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
you can use isPlayer to check if a unit is a player
does that check if its just a player or ai/player?
that checks if a unit is player-controlled
is this script for one player or every player?
that specific player
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
sorry if this is confusing im new to this
ok but don't you already have isNil to check if the unit exists?
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.
I also notice you used while {true} which will make the code loop indefinitely
yeah i just realized that my problem is solved
thanks
its there to constantly put the marker on the unit
does that affect the script negatively?
it's fine as long as you want that code to execute until mission end
yes thats my intention
you could instead do while {alive BLUTL1} but if what you have works it works
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
ill try that thanks
you can also use mission event handlers instead of constantly asking the game if the unit is alive
ah i got another problem
setMarkerAlpha 0 makes the marker invisible, but still lets you spawn on that marker
sorry didn't read the part where you wanted the respawn taken away
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"
};
}];
you can do something like this to create and delete the marker when the unit dies/respawns
thanks, so would this replace my existing script? im not familliar with event handlers
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)
I believe you wont get any errors or interruptions if you run setMarkerPos on a nonexistent marker
so you might just need a loop like the one you have that just sets the position
and call it a day
alright ill try it
also what is _markedUnit?
placeholder for your unit variable
oh i see
so i would put this in a seperate .sqf, and execVM it through init.sqf right?
not init.sqf
init.sqf is globally executed
use initServer.sqf since no part of that code requires it to be executed by the clients
Hi ! I try lot of solution to enable addons units in my mp mission zeus, but i always failed, can somebody help pls ^^
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?
make sure behavior and combat mode are set correctly
Are they grouped with units that are appropriately engaging or separately?
Does it persist if you replace with a vanilla vehicle?
How are you making them sit idle?
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.
It works but i want to set manual loadout
How would i do that
MenuObject addAction ["BlackWasp", {_jet = createVehicle ["B_Plane_Fighter_01_F", (getMarkerPos "marker_1"), [], 5, "FLY"]; player moveInDriver _jet}];
This is code for spawning jet
Is there any way without using scripts?
I think you can set pylons in the editor properties for the plane
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
Those are scripting commands, so you are using scripts
I'm not sure what you mean by without scripts if you're using addAction
I mean i dont create scripts in mission folder
I only write codes in editor
Is there a way to customize loadout for MP in editor
just do this?
you'll have to remoteExec some stuff
why can't you make files outside the editor?
you just make a text file in the mission folder and change the extension to .sqf
addAction lets you input a path straight to that file
Yeah but i dont know what to write inside and where to call that script so it affects the jet
this is sqf code
you can, for example, take everything inside the {} and put it in a separate file
and then make your addAction like this
you don't have to do it that way but it'll be easier to edit
assuming you're writing addAction in an init box or something
Yeah i think i would know to set up addaction using scripts, but how would i edit vehicle loadout
like this
wait, are you saying you want to choose in-game what weapons the plane has?
can you please specify do you want to set the loadout or do you want the player to set the loadout
No no, jet has to be spawned with preselected loadout
As in, you, the mission maker, set the loadout and that is the only one the player can spawn?
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
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
Does anyone know how to fix the issue involving AI VTOL Pilots being unable to properly land a VTOL?
I keep getting "NO SPACE INSIDE TARGET VEHICLE" ERROR! so I all the attached items fall!
some more context would help
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.
I cant post a image
to show.
are you talking about zeus?
you're not giving context you're just describing the same thing again
what do you mean by "the script"
what do you mean by "move to the vehicle"
where are you seeing the pop-up
in the eden editor.
Real Artisan helped me solve the issue. Thanks.
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.
where do you put that?
executed by a trigger doing execVM "fadeScript.sqf"
i also tried to do a fade out with cutText but that just made it flicker just the same
the "flicker" you describe means you're executing the function multiple times for the client
are you testing it in single player?
thats right
is your trigger repeatable?
nope. testing in multiplayer didnt seem to make a difference either.
I didn't say test in MP. in fact in MP it would be worse
for testing, do:
execVM "fadeScript.sqf"
from debug console
it should work fine
same thing. not sure what's causing this because it has worked fine before.
it seems to work fine if i run it in the eden debug console. must be an addon issue or something.
right. the script works without any mods loaded. go and figure.
debugged it further. after unloading WebKnight's IMS and Zombies the fade works fine. i dont see the correlation.
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.
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.
@spiral oasis don't crosspost please (removed from #arma3_scenario)
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?
The problem with this is explained in Example 5 here https://community.bistudio.com/wiki/remoteExec#Example_5.
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).
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"];
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"];
i just want the sound to be played for every player on the server. thanks for your help.
where should the sound come from?
should just be played in 2D. doesnt have to come from anywhere.
if it's played in 2D it has to come from somewhere. Do you mean you just want the sound to play directly in their ears? say2D makes an object play the sound in 2D space
you might be looking for playSound
i just want the sound to play in their heads, yeah.
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.
yw
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?
also if there is a better/correct channel to ask a question like this please let me know. Thanks.
There is none. Such act is not recommended.
Unless you have permission from every Mod authors, but it is simply a bad way to manage Mods
Som you think we should just go with keeping them unpacked? So just having a larger html file for the list?
So no problem. I don't see there is a problem at all
i need help
What
do you know how to add weapons to objects
- Why you did ping me for no reason?
- Elaborate it
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
attachTo
i see that in zeus but is it in the main editor
What? Just attachTo. That's what you're looking for
ah ok
can you send screenshots in here
can i send you a screenshot
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
enemies will automatically show up on the map when spotted by your group at lower difficulties. Do you mean permanent map markers?
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.
idk if something like that exists, if you want someone to help you a script for it you'll need to be more specific
what specifics would be required?
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
I understand, what would the next step for me be?
@restive ivy
If you can answer the above questions you can approach where and how this command can be used for you
I am not very big in commands and code so im afraid i am quite clueless to some functions of it
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
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
I don't think there is but can't you just get rid of the layers?
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
i do have answers for basically all of those questions
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
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 😦
You can run a script that grabs the classnames of all equipment present and make a whitelisted ace arsenal if that's what you mean
that is what i meant, i found a script, thank you 🙂
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
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.
Yes, AI can and will use man-portable AA. I don't know how well they engage jets though
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
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
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.
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
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.
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?
For a custom singleplayer scenario, is it possible to create a trigger that starts a sound that is already in the game? (I.e., not a custom sound)?
This is as far as I got: https://streamable.com/86st3x
I figured it out. Trigger synced to "generic radio message" module. Intel entity HQ module synced to that "generic radio message" module.
If you are interested in other messages, they can be referenced (and played by eg playSound) here: https://community.bistudio.com/wiki/Arma_3:_Sound_Files
file paths don't work with playSound, you need to use CfgSounds classnames
playSound3D will work though
Thx. As I read about CfgSounds, I see there is such a thing as shaders for sound. I had no idea.
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
Hello, I recently created a multiplayer mission where you insert in helicopters. When I test the mission in a local multiplayer session the helicopters follow the UnitCapture path fine but when I put the mission on a dedicated server here is what happens. HeliPath.sqf Heli1Path = [[...PathData......
I've never had an issue with unitPlay so long as it's only run serverside
That sounds good. Thank you!
Quick question, what is the thing to enable/disable on the editor object attributes to help and prevent lag on compositions?
There is a checkbox to disable simulation in the object properties. I think you can select multiple and apply to all of them, otherwise you can synchronize to a game logic entity to loop through and disable them with a script if checking the boxes is too time consuming
how would you make units placed in the eden editor editable by zeus?
Tyty
very good
very good
if you have too many objects try using simple objects
i have an editor composition that will do a quick simple object swap for lots of objects if you want it
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
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?
you can make one pretty easily, I bet there's YouTube tutorials for making a Zeus scenario
Can I have multiple scenarios be published as 1 steam workshop mod/scenario page thing?
or do I have to publish each scenario individually?
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
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
try without mods
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
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
using modules I assume, not scripts?
Yes I am
(scripts tutorial: https://community.bistudio.com/wiki/Arma_3:_Task_Framework_Tutorial)
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?
the second task assigns, it just won't complete
then "something is wrong", but we may need more details :)
I'm afraid I'm Elden Ring'ing + more of a scripter myself
That's fine! I can try using scripting instead of the modules and see if I can get it working
Turning down their skill will make them more inaccurate, but it's easier for them to spot targets and continuously fire at range from a mounted weapon. A workaround I've used is to implement a fire/ceasefire cycle to have them fire with shorter, delayed bursts
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
Can anyone tell me how to stop the sound of gunfire when loading into a custom MP mission from the lobby please?
Trying to make a Iranian Embassy scenario, anyone know what Gas Mask would look good on the Base CBRN suit?
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.
Is anything creating the gunfire?
you can potentially use fadeSound to temporarily mute sound effects for the client
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?
this happens without mods?
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)
can't you put this in the land wp?
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
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
Difficulty is set by the server
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...
loading that mod will fix it, alternatively you can go into the sqm and remove the dependency
ok tnx
Hey guys, how can I respawn in a multiplayer lan where I'm the only player?
same way you normally respawn
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
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.
set the marker's altitude with setMarkerPos
It's a respawn module not a marker
And how do I figure out what height to set
you may have to change then - I don't know if those ones consider height
iirc it's ~15 or 17m
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
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
ah, fair enough.
you can edit the marker's position in the SQM directly (be sure to make a backup)
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
create marker on ship pos + 15m altitude, ez (some lines of code in initServer.sqf)
You've already lost me
I can do that 4 u
My issue is that I don't even know how to bake that into the mission
create an initServer.sqf in the mission's directory
place said code in it
????
enjoy!
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
because it's an object and only so much can be done via visual editor
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?
have you tried to lift it up?
then it doesn't 😬
But it should
And sometimes it does
But the whole thing is just intermittent as heck
private _carrierPos = getPosASL TheCarrier;
private _spawnPos = +_carrierPos;
_spawnPos set [2, 17]; // altitude set here
createMarker ["respawn_west_0", _spawnPos];
```should do
Tbh the carrier isn't that well made now I think about it... USS Liberty is much nicer modelled
So this in an initserver.sqm in the mission folder?
.sqf yes
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
oh no
then change the spawn altitude, it should be fine?
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
It's the same altitude as it was before
Like I haven't moved the ship
You mean it's random?
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
Can confirm, the script no longer does anything. I rebooted the scenario and I'm back to being stuck inside the ship. Same issue I was having before.
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
Is there a way to make certain parts of a vehicle undamageable .eg the engine is the only vehicle part that can take damage?
Making the respawn a marker and not the carrier disables respawn so that broke
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.
hello who here is good with eden?
can anyone help me please
it would help to ask a question
can someone learn me how to set up a task in eden for 2 HVTs
You can have a trigger activate on a unit's death by using !alive in the condition field
!alive unitVariable
how do i make a briefing in eden?
how to make 2 ai teams and make them battle in editor
just place one BLUFOR group and one OPFOR group facing each other, and press play 🙂
what if i want space
like BLUFOR in a base in the start of the map an the OPFOR in a base in the middle og the map
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
ah okay also how i make them use tanks, artillery and that
ah it's Shift and right-click
artillery is a bit tricky, but tanks, just the same way - place, move, done, the AI takes care of the rest
but artillery ?
you know how to
:D
it requires scripting I believe, otherwise AI artillery won't engage enemies that much
is there on in workshop?
what about planes
wait is there ships in arma
boats (mobile) and an aircraft carrier (static)
static? so i cant use it
also the steam workshop does now work
i can do anything
you can't drive it, but you can walk on it, catapult jets from it etc
ah okay
@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.
what's your Arma version?
neweste
e.g…?
Tell me how to stop time in the editor?
what do you mean?
So that the time of day does not change
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 ↑
Thank you. I realized.
@prisma oyster is there a way i can make defence and attack with ai
yes
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)
Hi,
- welcome message: depends how - bottom-left corner, in the chat?
systemChat - time menu: yes, but the time is global, not local
- 15× menu issue:
remoteExecerror, or something else (more details in #arma3_scripting please)
Hello, thanks for your answer.
- Alright, and is it possible to display a message in the middle of the screen that disappears after 5 seconds for instance ?
- time menu: Same for weather right ?
- see e.g
-- https://community.bistudio.com/wiki/cutText
-- https://community.bistudio.com/wiki/BIS_fnc_dynamicText
-- https://community.bistudio.com/wiki/BIS_fnc_typeText
-- https://community.bistudio.com/wiki/BIS_fnc_typeText2
-- https://community.bistudio.com/wiki/BIS_fnc_EXP_camp_SITREP - yes, time & weather are synchronised
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 ?
if you saved it originally in "Missions" yes
copy-paste the dir, the Editor only cares about the sqm file
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
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
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
I put that in the initPlayerLocal.sqf ?
yes, and just that
when you start the mission you should see something somewhere
Doesn't work
so you most likely have initPlayerLocal.sqf.txt or something like that
are these all your files?
These files + description.ext + mission.sqm + 2 pictures + files inside "menu"
What could be the problem ?
you might be editing the wrong file/directory
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.
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?
The objects are still there, just not drawn. As far as I've seen, it has no impact if you don't venture into those parts of map.
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
AI would not be simulated, so CPU cycles would be saved
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.
Does anyone know how to make animation not looping?
how to add waypoints to objects in arma III
Only possible to groups or individual units
Wdym?
Soldiers and manned vehicles
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
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.)
Maybe you have a mod that mutes the sounds?
don’t think so no because it works in virtual arsenal @keen jolt
Maybe it mutes the sounds in editor
There's no difference between arsenal and editor when it comes to guns
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
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.
I've never seen any such mod, and it's not normally possible (it needs an extension to be able to create a mission.sqm file)
But it is possible to record what happens in one scenario and apply it to another scenario
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).
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.
Unfortunately I'm not a good programmer 😔 I take it this really isn't good for beginners, I'm willing to give it a shot if it's not something that requires prior knowledge
how can i edit a downloaded PBO ?
You ask for the original author's permission
does anyone know how to make a animation not looping?
More context please
so im want to combine animation but i dont know how to do it, im new in arma 3
More information please. Combine animation how? How do you animate in the first place?
Still can't really edit it. One needs source files to work properly.
dang
Depending on what one wants to make, one can make a additional pbo that contains changes. Like config patch addon
nvm i found the solution
Do explain in case someone else wants to do the same
but if they gave permission how do you edit it then ?
What do you mean by editing a pbo? What do you want to do?
converting a pbo so i can edit it in the editor so i could add my own mods into it
yes
(both missions and other mods/addons are pbos yes) so it is important to specify clearly what you want to do
i want to edit a downloaded mission
can the mission maker send you a zip and save you the trouble?
Anybody got a video that can help with setting up enemy AI CAS attack?
How do i stop the game tying me to the first character i place in the editor?
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...
right click on the character, go to attributes and uncheck player
what do you want to do?
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.
the control part is easy. all you need is a single scripting command:
https://community.bistudio.com/wiki/addSwitchableUnit
actually you can just do it in 3den too
i really dont understand scripting
just check playable in 3den then
right click on the unit -> attributes -> playable
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?
it might yes
so how do i prevent that??
needs scripting
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 ?
that was the idea yes
Please could you write me the script? It would be greatly appreciated
ok. one moment
Legend thank you, i take it you paste it into the unitd INIT?
I'll tell you what to do when it's done
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;
how do i access all this? (im not tech savvy)
access what?
the mission folder etc
oh sound ill give it a go. Is that pasted in the helicopter init and squads?
thanks mate will try
yeah the helicopter flew away again lol, will try new scriot
the helicopter must land properly and fully touch the ground
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
oh you want the heli to just land?
you said you wanted it take off 
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
yes but only i am flying the heli and then switching to the squad to command
all without AI interfering
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
did you try that?
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
playing as AI- Get into helicopter and STAY
except for that part it seems to me you want the pilot to always be disabled right?
if the pilot is in the heli from the beginning it can always be disabled
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
you didn't answer this
is the unit in the heli from the beginning?
or does the AI get into the heli mid mission?
yes the pilot starts in the heli with the engine off
well then just put this in the pilot's init field:
this spawn {
sleep 1;
_this disableAI "MOVE"
}
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
yep 😄
yes he gets out and yes he has a leader
then his leader is telling him to get out
are you using any mods?
yes, like vcom etc
well then they're messing with things
okay ill take them off and see what it does
if you put this in the correct spot what you said is impossible
the AI will not be able to move for the duration of the mission
okay i will take off all AI interference mods and do the obvious and use that only script
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
if it works without lambs you have your answer
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
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?
where are you running the script
server only trigger?
did you try without lambs mod installed?
Yep going to look into it again tomorrow
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.
thisList?
And then select out of the array, then?
Well, this was a lot more elegant than I would have thought...
Yeah thisList is already an array
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
Is it possible to make respawns available but only for 1 player?
via scripting: https://community.bistudio.com/wiki/BIS_fnc_addRespawnPosition
via editor: idk
also don't crosspost
thank you
sorry but im not sure how to use this information, im not too good with scripting
would yu mind breaking it down for me please?
[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
But if respawns are enabled in game settings, all players will respaiwn, if no marker then on top of eachothers death
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
"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.
How do i make it so a unit will move when another unit has completed its waypoint?
Synchronised waypoints 🙂
Sorted now thank you 🙏
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.
there is no "backlist"
there's only:
https://community.bistudio.com/wiki/setUnitPosWeak
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
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?
maybe mods discrepancy? try #arma3_troubleshooting if it persists 🙂
No, we're pretty sure of it.
is there anyway to turn down engine voluume compared to the rest of the effects? its earblasting lo,
alright knew about that one but could have sworn there was something else i was missing. Thanks for the help.
what would the condition be instead?
what would the task be?
your question is vague, but the answer is probably creating a loop with light scripting
does anyone know how to make AI suppressing fire for long distance?
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.
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
There is. Search by tripwire
I find them as Things instead of Explosives
when I put them down and walk over them they don't trigger
It does
nvm it does now? lol I tried yesterday and they didn't trigger
guess that works
thanks
Question: Keyframe animation, can it work on dedicated servers? Or only in Singeplayer?
Sorry just saw this, pretty much after the trigger activates, Ai continuously spawn and players won’t need to walk into the trigger again and reactivate it’s
what is the condition for the ai to spawn
after a certain amount of time? Dead friendlies?
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
does anyone know how to make AI firing during the animations?
If the animation disallows, you can't. Unless you make a config about it
so how do i make the configuration? (sorry im new in arma)
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
Welcome to the tutorial of Artwork Supporter, this is where you need to look at make static animations and its configurations. You can also find FaceRig to make facial expressions! Useful links also: https://community.bistudio.com/wiki/CfgMoves_Config_Reference Disclaimer: this is NOT a turorial ...
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 :((
no
:((
after the v2.10 update you can add compositions via mods
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
Late August JJ said FYI
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
remoteExec then
Those objects get their scale from 3den attributes
Yeah, this attribute is added by 3den enhanced
One way you can do is if (local this) then {this setObjectScale 1}; locally
Instead of 3den Enhanced's attribute
Damn i got so many objects rescaled already 
Cheers, i’ll try that
...Or report this to R3vo and wait the update
[_this, _value] spawn
{
params ['_object', '_scale'];
sleep 0.5;
[_object, _scale] remoteExec ['setObjectScale', _object];
};
I guess this should work then @small patrol ?
Guess so? Not sure if the sleep is mandatory
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.
I’ll be able to do so tomorrow
If it’s okay, i’ll report results to you :)
Awesome
Is there a way to make Independany go against BLUFOR
i think there's also option in the editor
And for anyone who wants to know its in editor
Top left "Attributes" and its in "General" > Misc which is at the bottom
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?
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
Thank you, I'll try it out! 😄
So i've tried to:
- Start up dedicated server without changing a scenario
- Adjust object scale a little bit and restart a scenario
- 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? :)
Thanks anyway. Appreciate how quick you've answered and made a try to fix this thing :)
@mental zodiac I pushed another update. If you can, please check if it works now
Will do in 30 mins, thanks
Now objects don't scale even in SP 🥲
Editor:
https://i.imgur.com/6VIEG5F.jpeg
what are you trying right now?
I mean what code
No code, just using scale attribute from 3den enhanced
how many objects have you scaled?
Around 20 at the beginning. Now i'm trying to scale at least one
Original problem was that objects are getting scaled properly in SP, but not on dedicated server, if i'm using 3den enhanced scale attribute
@mental zodiac Have you repaired the mod? I've just tested it and it work in SP
I'll try, wait a min
Oh. thanks for the tip, it started working in SP after repairing the mod: https://i.imgur.com/jyjpl3S.jpeg
Will test it on dedi in 5 mins
prays that it works finally
Bad news
:
https://i.imgur.com/4M1dz6s.jpeg
BTW, Edit Terrain Object module is not working properly on dedicated too. Doors that are locked in SP are opened on Dedi :(
I looked at your screenshot and it looks like you've disabled simulation for those objs
objects with disabled sim don't synchronize in MP...
Wait a second, i'll check this out
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
did you wait a few seconds?
Sure
I have a 5 sec intro to let all my shitty scripts properly initialise
do you have access to a debug console in the mission rn?
Ye
[2,1,0,1] x)
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)
Even cursorTarget setobjectScale 2; not working
still no effect. setObjectScale requires object to be a simple object or attached
I'm not sure how it works in SP though
I know. then make it simple
that was gonna be my next suggestion
just make a local copy of the object for every client
How can i run setObjectScale for something that i've used BIS_fnc_replaceWithSimpleObject on?
You can tell them to guard if that helps
BIS_fnc_replaceWithSimpleObject creates the object globally
it's not suitable for MP
especially if you have lots of them
Got it
but anyway to answer your question:
[this] call BIS_fnc_replaceWithSimpleObject setObjectScale 2
Thanks!
I think for my purposes i just need to create a small mod with large enough invisible walls
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
Will this one mod help me to transform all my invisible walls into simple objects?
https://steamcommunity.com/sharedfiles/filedetails/?id=694171151
idk
you can put all objects you want to make simple into a layer
then run a script that converts them
Woah! I forgot about layers! Thanks!
My Riflemen keep exiting the vehicle when they are still in the air
The heli hasnt even landed
And they immediatly just jump out
What are you trying to do?
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
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...
Record and play exact fly path of your helicopter and when isTouchingGround become true for heli, make units leave from the choppa
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
Yeah, so you shouldn't really rely on them
Just unitCapture your heli
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
This one is working for scaling invisible walls on dedi:
[this, objAttachPoint] call BIS_fnc_attachToRelative;
this setObjectScale 3;
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
don't use attachTo
it's slow af
just create simple objects
the problem is i can't actually see what will happend to them from 3den
And it will be long as hell to create every invisible wall and test it ig to fine-tune the position
Is there a way to use the edit terrain object module for placed buildings?
I don't know what you mean
you can just place them wherever you want
scale them in 3DEN
then recreate them as local simple objects
How do i do this?
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
Much appreciated, will try this
and change myLayer to the name of your layer
@mental zodiac I just made an edit
try it again
Does anyone know how the "Call Support" function for logistic trucks (ammo/fuel/repair/medical) works?
It successfully converts objects to simple ones, but not applying scale for it 
probably because of R3vo's delay
try it one more time (I edited the code again)
What delay @keen jolt ?
Nah, i've added diag_log format["OBJECT: %1, SCALE: %2", _type, _scale];
And got this in RPT:
"OBJECT: Land_BagFence_Long_F, SCALE: 1"
And the scale should be 4, so dedicated server doesn't know scale of the object placed in the 3den at all
yeah, it#s weird
server executed?
so it's probably a DS bug (if you executed that code on the server)
sure
I've putted it into Grozovsky_fnc_createSimpleObj :)
that executes for everyone...
but yeah I get what you mean
well you can do it another way too 
Yeah, but i was checking DS RPT
That delay is from old code
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;
};
Already doing this xD
Thanks
and it doesn't work?
Starting dedi to test this one rn
Yeeezzz:
https://i.imgur.com/h9ulaVH.jpeg
But rpt is spamming with:
A null object passed as a target to RemoteExec(Call) 'setobjectscale'
wat? 
I don't think I understand
I don't get it. so it doesn't work?
It works
maybe R3vo (3DEN Enhanced)'s code? that code doesn't remoteExec setObjectScale
because I delete the object (it'll be replaced)
so it's a non-existing object
Yeah, good point, will test this out
also that means it's being executed after my code
so maybe that's why it has not been scaled
test what out? 
Nah, it's scaling object properly on dedi, but besides that spams with a null object blah-blah
you said it doesn't scale
here
Damn, this one doesn't works
This one works
with custom variable for scale
well ofc it works
like I said, if you're getting that message (a null object blah-blah) it means the scale code is being executed AFTER my code
so my code sees the scale as 1
Yeah, i got it, and to test out how i can avoid this rpt spam i'll spawn object without R3vo scaling and than apply your function
well increase the delay
in this code
increase sleep 3
if it still doesn't work it's a dedicated server bug
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
then I'm gonna safely say it's a bug in 3DEN enhanced
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
wdym? where did that code come from?
3den Enhanced
then it's an 3DEN enhanced bug
it shouldn't be spawning so many scripts anyway
spawned scripts slow down the scheduler
@plain gale why is there sqf while {getObjectScale _object != _value} do in ENH_ObjectScaling class?
is it a workaround for making simulated objects scale properly?
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
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