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Found 204 results

  1. https://gyazo.com/641c0226cab80eac03d04a2c5fed444b Above is an SS of my notepad. Trying to activate a trigger through my SQF with triggerActivated TurboBomb; Below are the settings of that trigger. https://gyazo.com/ce586674451bc34a810bb59350bb9817 I tried triggering the E2 setDamage [1, true]; from the sqf itself but that didnt seem to work.
  2. Hi, basically the question is in the title. How can i group multiple Artilliry units so they fire all at once, once i called Fire Support? (my config so far: Player <-> Artilliry Request node <-> Artilliry node <-> M4 Scorcher in group with three other Artilliry units - in this constellation, unfortunately, they all fire individually one after the other ) thanks in advance!
  3. Hey, I'm new to coding and mission editing in Arma, so please go easy on me. I'm attempting to create a template of sorts to build future missions out of, I want to have a clean, easy & modular spawn system that can be easily tweaked for different scenarios, I also want to do this without mods. I am aware of 2 main ways of handling spawning AI, "createUnit" and "BIS_fnc_spawnGroup" I'm not exactly sure what is best for my specific use case, and I'm not entirely sure how to use either of them properly. Essentially what i want to do is have a trigger spawn multiple units of my choice on a marker and then have the units move towards another marker, I also want to be able to modify the behavior of these units (ex. start on limited speed.) I have tried a few different methods to achieve this, these are the issues I'm having with each: With "createUnit" the only way i have found to spawn multiple units is to repeat the code over and over, I'm sure there's a better way to do this and if so I'd love to know. Also with my current setup i have to repeat the domove code for each individual unit, I would also like to know if there is a better way to do this. Here is the code located in the triggers "On activation" field: With "BIS_fnc_spawnGroup" I'm not entirely sure how to order the units spawned within to move towards a marker, I would like to know how to do this, and I also read somewhere that the group will not be automatically deleted when all units are dead so I added a line at the end, I have no idea if it works though. Here's the code for that from the triggers activation field: I read that createUnit is better for performance when paired with the sleep command, however i have no idea how that works, and I also have my doubts, at-least with my current code repeating the same lines over and over for each unit seems very inefficient, the BIS command seems much cleaner however i don't know how to issue a move order with it which is my main problem. Additionally i would like to setup a headless client but that's a whole different topic and I don't want to draw this out any further, though if you feel like you have some useful advice on that please do share. Thanks and any advice & methods is appreciated. ❤️
  4. arkadaşlar, edenle öğretimle bir animasyonu nasıl modele sokabilirim pls da bir şey sadece eden merhaba ya da kapsamlı var. Hi guys how can ı loop an animation with eden editor ı cant using sqf.Thanks for your help
  5. I'm making a mission where there are 6 missions to do but I only want players to do 3 missions maximum The way I intend to do it is like so: - Every mission has an object "attached" to them - Once the players complete a mission, the attached object gets moved in the trigger - The trigger counts how many objects there are in itself and if the amount is equal to 3.. It gets activated How do I count how many objects are in the trigger and (optionally) how do I detect that a mission has been completed and activates a separate trigger? Thanks a lot ❤️ Edit 1: I found and edited a code, it works but only with units instead of objects but it's better than nothing: (count (thislist select {alive _x })) isequalto 3
  6. Hey guys im working on a mission. I uploaded it to the workshop some time ago an I keep updating it but last time I made some changes and couldn't get it to upload. I'm only getting an error message: I my Steam cloud is enabled and I cant find any other settings that could mess with the upload. If anybody has an idea how to fix my problem I would be happy to hear it.
  7. Hey guys, i got a problem wich drives me crazy. Since 30 minutes i got a bug in my eden editor, wich prevents me from scrolling up & down through the asset lists (left&right side) with the arrow keys I have thousands of objects and scrolling with mouse drives me crazy. If i'm using the arrow keys to scroll down the "play scenario" button gets highlighted instead scrolling down the asset list. Also if I click on an asset, a unit for example on the right it get's instantly bound to my mouse cursor to place it in the level, before that I had to drag&drop the unit wich i prefer. Was this caused by accidentally pressing a key-combo or what can i do to reset it to normal behavior? Please, i need help!
  8. Hi, I want to know, what's the classname for each factions of the new DLC S.O.G Preairie for edits missions? In the game base I know the main factions BLU_F, OPF_F, CIV_F, but don't for this DLC somebody can help me with this?
  9. Hi, I'm trying to find way how to assign teams/colors for squad in editor. I only found - [this assignTeam "COLOR"] ,but it doesn't work for multiplayer. Anyone knows some command?
  10. Place dogs, goats, hens and sheep anywhere in Eden. Rooftops, camps, compounds, outposts. etc. Although listed under Props, these are actually fully animated and follow their own behaviours. Find them under Props>Animals>Terrestrial. Server Key included. Steam Workshop. 🐕🐐🐑🐓
  11. Hello friends! I have been looking for a long time and I cannot find any tutorial or content to see if it is possible to play a scenario in the eden editor, and then save the state of the scenario after you played it, before you go back to the editor, so that when you go back to the editor the scenario has updated to the state it was in when you played it (lets say I play the scenario and walk down the road, when I go back to the editor my character would be at the end of the road). Is this possible? if not, is there a MOD/script/method that can allow me to do this? Thank you!
  12. So in the first photo is what I made in eden, I have disabled simulation and damage and just about everything with the AI https://prnt.sc/w1ljw6 I love the look and have changed it several times due to issues I found a work around for, however this is what happens when running in zeus https://prnt.sc/w1ljr6 , if there is any help that can be provided I'd greatly appreciate it, I can't find any tutorials or videos on this
  13. Good Day Everyone, I have an issue, which i could not solve to this day and i would really appreciate your help! I'll paste the link of the discussion on reddit where we already started to figure things out. Every info is there and also there is a link to a couple RTP files i saved from the tests i made. Thank you for your help!
  14. Hello! I am making a mission with addons. My main idea for the scripting is to have 2-3 airplanes in formation fly over the AO and having a ZSU fire around the airplanes, maybe ocassionaly taking one down. I want these airplanes and ZSU fire to go every 10-15 minutes or so to create ambiance for the soldiers on the ground. If anyone has any solutions/scripts for this I'd be happy to know! Kind regards// Ender from Zeus Community
  15. so me and my friends set up a story line and everything is almost perfectly set but I've run into a slight problem.... we made a unit yada yada, i played online to see if our patch was showing and it was, everything looks perfect shows up on the shoulder and on planes cars ect. but when i run the mission i created it seems the patch doesn't show up at all. it still shows the unit tag above my player name so if someone knows a fix to this it would be much appreciated. (running the mission in multiplayer on a lan based server)
  16. alkanet

    Eden 2.0

    Eden 2.0 Introduction Eden just got upgraded. Now with inspector view, easier access to tools. With this flowgraphs are introduced. Visual scripting that you can use to create advanced missions/systems. This project goal is to update eden to become a better editor. More things will be added on request of the community. What is flowgraphs? Flow Graphs, in which you connect individual actions and values in a specific order. That order of execution is what we call the flow. If you have used Unreal Engine before, you might find they are similar to the Blueprints visual scripting language. Download Steam Workshop Dependencies/Client/Server If you want to use flowgraphs, eden 2.0 need to run on both client and server. All tools leave no dependencies and all changes you make is saved to the mission file. Tutorials Flowgraph Tutorial Add a tool to the menu Features FlowGraph system. Inspector view. Tools. Ingame debug console. Alot of functions that i created during my years with arma. CfgFunctions_Extended(Experimental) I have ideas/found a bug/want to contribute Visit the Discord. You are all welcome. More stuff will be added but i have released it early so you can help with testing.
  17. I been trying to give the eden editor better tools so more people can create better content. I like to know what you think so far and what features you think can be useful. FlowGraph You create nodes which you connect together. A node is basically a function which can call on other functions when it´s done executing itself. This gives you a interface to "script" your own mission. Much easier than learning the script language and faster. When you save it will be stored in the mission file. A start event will always be called on mission start. In this example it has been connected to the position node. The position node has been connected to the log node. They will call on eachother in that order. Hover over a connect button to see which are connected to it. Click on it to edit a connection. You can move around by dragging, scroll to zoom in and out. Drag the top of a node to move it around. Inspector & Tools The inspector(see blue)has replaced the assets position and been moved to the left(see red) This will include tools that are relevant to and eden object, position, rotation e.t.c.. All selections can be collapsable Inspector Tools Some examples: Hide GUI, Rotate marked object by scrolling, show building position. Show objects layer name, measure distance from selected object to mouse position in world. The design will be changed. All selections can be collapsable. Click on "Enviroment" and "Time" and "togglegrass" will be hidden. And yes i lost my windows 10 activation when i bought a new computer and refuse to pay for new one. 🙂
  18. venom -ts-

    Need help for this fix

    Hi all, I am pretty new to Arma 3 editing, so bear with me. I have been recently encountering certain issues in SP missions. I would switch to my secondary, then back to my primary weapon, usually it works as per normal but now I have been having this weird error that pops up, whenever I switch from secondary to primary weapons I really have zero clue on how to fix this and would love for some help.
  19. Hello good people ! i don't know if this is the right place to post this, but I'm having trouble getting mission rotation to work. my Class mission is setup like this class Missions { class Mission01 { template="Conquest-Ported.zargabad"; difficulty="regular"; class Params {}; }; class Mission02 { template="ConquestTestEngland.swu_public_Imber_uk"; difficulty="regular"; class Params {}; }; class Mission03 { template="ShapurConquest.Shapur_BAF"; difficulty="regular"; class Params {}; }; }; im using persistent = 1; and -autoinit. when the mission is over, it dont really end but put people back to the slot screen, but it never changes or reloads the pbo. im out of ideas :) looking forward to hear from you or getting put in the right direction!
  20. When I place a unit in the Eden Editor and then switch to zeus (by placing the game master thingy) the Units don't show up on my screen and I cant intercat with them. Does anyone have a fix?
  21. Hi, I'm using a trigger to spawn AI (CSAT) boats and make them move to a waypoint (to chase the blufor boats) and I am getting a "generic code error" when I try to do this. The code I have so far is as follows: group_2 = creategroup east; enemy2 = group_2 createVehicle ["O_Boat_Armed_01_hmg_F ",getmarkerpos "spawn2",[],0,"form"]; enemy2 domove (getmarkerpos "waypoint2") This code is situated in the activation section of the trigger. I have a dot marker set as spawn2 and a circle marker set as waypoint 2 (as I'm spawning a load of ground units at the same time who spawn at spawn1). Any help is greatly appreciated. Thanks
  22. Hi, is there any possible way to toggle the visibility layer for a specific module so it won't clutter every inch of my modified Malden map? There are some modules that just have a simple marker but no outer transparent boundaries and it would be great to hide this effect while in 3d editor. Thanks for any help
  23. In my mission, when a Bluefor player enters an area, the trigger causes Independent AI forces to respawn. Altogether 16 Independent soldiers. The problem is that when another Bluefor member also enters the area, another 16 Independent AI enters the game. What should I do to be born only 16 enemies for the entire Bluefor team? Trigger Config Tipe: None Activation: BLUEFOR Activation Type: Present Repeatable: DISABLED Server Only: DISABLED My code: (How to perform this only 1 time to the side (Team). But it can be activated by any player on the team.) if (!isDedicated) then {null = [this] execVM "Gatilhos\Defesa\Alpha\Ind\Squad1.sqf";};
  24. Gents, Looking for some assistance. I've tried just about everything I can think of. When using the Eden editor, normally I would hold the right mouse button to move the view around. However, this results in what I can only describe as a view aneurysm. The camera jumps all over the place making it unusable. Moving the camera with the numpad is fine. Also, when using other editor functions, the mouse behaves normally. When playing the game or testing maps, the mouse also behaves normally. Anyone else experience this? Solutions? I have tried: Adjusting mouse sensitivity in options, turning mouse acceleration on/off, updating mouse drivers, using a known good control profile from another machine. Halp!
  25. I've created a mission with a lot of mines for my guys to deal with, only issue is i cant interact with any mine and some objects after i placed it in Eden editor when im in Zeus. I made the basic framework in eden just to worry about troops during the mission. I added the following to the game logic for both of the Zeus's to see all AI's and objects thinking it would cover it. All AI's show up under Zeus and empty cars but no objects. I did some digging through the discussions already but i didn't find anything mentioned like the problem im having. I also have achilles downloaded and when i add the "see all" module when in zeus mode, no new objects shows up for me to control. if (isServer) then { [] spawn { while {true} do { { _x addCuratorEditableObjects [allUnits, true]; _x addCuratorEditableObjects [vehicles, true]; sleep 60; } forEach allCurators; }; }; }; Thoughts?
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