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Found 204 results

  1. Hi, i have made a simple mission inside of Eden editor that includes a couple soldiers marked as "playable", 3 dedicated Zeus Virtual objects synced to- and owner of three seperate Game Master Modules. i have set the respawning via description.ext to mode "BASE" / 3, and the Template for West to "MenuPosition", for Virtual to none (Respawn straight away without any windows appearing). all works fine locally / local MP through Eden and local Host, when i upload it to the Server however, whenever i select the mission, slot up in ANY slot and begin to load the Mission it throws me back to the Mission Selection screen. Any help appreciated, RPT and description.ext via Pastebin included: description.ext (EXTERNAL LINK) RPT File (EXTERNAL LINK)
  2. Imperialist89

    Random Teleporting in Warlords

    Hi all, I have created a functional Warlords scenario, with various Sectors, two bases, a few respawn points. etc. However, upon a Sector being "Locked In" after voting, the entire team is forcibly and abrubtly teleported within roughly 200m of the Sector. Now, while this is fine for getting straight to the action, it gets annoying when it comes to making use of vehicles, particularly transports, and it messes with the flow of battle (sometimes both BLUFOR and OPFOR will teleport directly into battle) Fast travel is DISABLED and yet it still happens, and i get no errors regarding script functions. Any insight would be appreciated.
  3. To anyone out there, I am currently helping a friend work on an Arma3 server. We made a custom building, having concrete floors well above the land underneath it. In the building I've made, once ported over to the A3 server, the crates I've placed end up on the ground below the concrete floors. I was hoping there was a way to keep the crates in a fixed position, allowing them to float on server startup. Any ideas would be amazing. I used M3 Eden editor, and this is for an exile server.
  4. Hy, i am really new in Eden and scripting i just learn about this program yesterday, so i've been successfully create a convoy and mission (i name it task5) but i am stuck in this situation: i want to make the task 5 failed if the task 5 still asigned but the convoy is arrived in trigger area FYI: i set the task 5 trigger area to opfor not present if success remember that i am really new in scripting so i am sorry before if i dont know whats your talking about thank's for your help
  5. I'm new to ARMA 3 editor. I'm trying to make a D-Day like scenario. when i give way points (beach) to the boats to move to the way point and get out from the boat some boats do the work right but some boats turns backs and runs like hell. I checked with in combat and out of combat, this only happens in combat.I tweaked the fleeing coefficient to 0 too but they get bitchup every time.....I made then Open fire and careless too maxed out courage and command btw.....Any ideas to fix this.....sry for the bad english... :P :P :P
  6. hi, Unfortunately, one can take a sector by helicopter. in my Spawn Trigger (init) i have set: this && ({_x isKindOf "LAND"} count thisList)>0 && isServer; does not work with the sector modules :/ Does anyone have a solution for me? thank you.
  7. Hey there guys, I want to create a time transition much like the repair/reload sequences in the fixed wings showcase. I’ve tried using the skip time module but it just causes a very awkward time jump. The feel I want to create to the player in my scenario is that after they assault a certain key position, a small FOB is established in a few hours. If anyone can help me with this I’ll greatly appreciate it.
  8. I'm a bit stuck with with a spawn point problem. I've set up triggers to activate markers as spawn points and they are working okay for me but none of my team mates in a coop game would spawn at the markers - they just spawn where they died. I can't find any setting to make spawning different for individuals, only ones that affect the markers or the triggers or the whole game so I'm not sure where to look now. Any help would be much appreciated, thanks. An e.g. of the activation string I'm using is : respawn_west setPos (markerPos "base01"); So I think this should trigger marker 'base01' to become the spawn point for everyone in my team when the conditions are met. It works... but only for me!?
  9. Master Cline

    What am I missing?

    I have watched a ton of videos on YouTube about setting up missions. I don't have the "systems>intel" or anything like that. I have the respawn options and that's it. I managed to get a trigger to work to win the round. I'm in the scenario phase. Does that matter??
  10. Hello. I am 25 years old. I created a discord server for ARMA 3. Discussions about coop missions, scripts and mission making. I looking only for adequate people and over 18 years. I also looking for people who made adequate coop missions and know a little bit about arma mission making in general. Who have some basics about arma 3 scripting. Please no newbies, who started play ARMA 3 few days ago. Expectations of this server: - Find people who have played ARMA series and operation flashpoint for many years. Newbies who have played long time in ARMA 3 are too welcome - Find people who want learn scripting. The goal is: If the user ask some question about how to do this and that - another users will not give him a ready solution. They will give him tips so that he thinks himself how to do it Expected users: - Mission Makers (Low scripting knowledge) - Modders - Scripters (Mission makers with high scripting knowledge) - Advanced players Thank you for your attention https://discord.gg/GRcKfyY
  11. I've recently started working with the Eden Editor again, and I've run into a problem with spawning. I've placed spawn points, playable soldiers, edited game settings and I still keep spawning in the ocean at (0,0). Everything is working fine (except for the zues module) when I test it in the editor, both in single and multiplayer. However upon hosting a server, selecting the mission, and playing it, I still spawn in the water. Yes, I have exported the mission to multiplayer. Any help would be appreciated, thank you! Sorry if some of the pictures are a bit blurry. Soldier settings: Attributes >> Multiplayer: Respawn points: Spawning in the water: (You can see where I spawn in the bottom left, and something spawned where I was supposed to.) Zues module that wont work, would appreciate any help with this as well:
  12. Hi there can anyone assist me with using layers to hide a selection of entities using boolean logic or variables for example. Right now I want to make a ship appear depending on the faction selected in the parameter screen. The wiki describes its many uses for the 3DEN layers like remove,add and set, it also describes the syntax but I'm finding it hard to get working correctly. Another thing I don't understand is, are the entities "linked" to the value -1 or is it "linked" to the "Enemy Base" String?
  13. The fences that surround the Tanoa International Airport; I am able to edit them the way I see fit. The problem I am having is making them have no damage. I have put in the init; this addeventhandler [this allowdamage false]; this allowdamage false; this enableSimulation false; etc. I have put it in the Init ;|; Init+Object Init ;|; Init+Global Object Init ;|; Init+Object Init+Global Object Init ;|; Object Init ;|; Global Object Init ;|; Object Init+Global Object Init. I have tried the Enable Damage tab/checkbox and it seems to only work for doors. If you guys have anything for me on how to make the Terrain Objects not have any damage through the "EDIT TERRAIN OBJECTS," I would be grateful!
  14. Alright, so here's my issue. Im using Eden Editor to try and make a Player controlled, zeus based mission. 1st portion of my time was spent making the Home Base that I will run my ops out of. Got everything set up for the most part and then tried to do a multiplayer play test Everything worked great for the most part, respawning was fine etc But then we tried to get into a vehicle together to leave the home base, for some reason We can't get into the vehicle at the same time It was an empty vehicle and we were on the same team. I googled this issue and didn't find much of substance till I came across about Player Ratings It stated that If a user team kills, or kills civilians that they wont be counted as being in the "Same team" anymore. Thus not letting them get into vehicles with their other BLUFOR members It makes sense, But is there anyway to bypass this or get rid of player rating entirely I dont want to have missions that are unable to be completed because of "Accidental" team killing Thank you for your time!
  15. Hello everyone, My team and I did MP missions but some of us are " missions editors ". Since some days, we've got a big issue with the MP. We noticed that our slots are not display while connecting to the mission. I did a lot of searches about this and many players got this problem too. I also noticed there's a lot of equivalent issues : mods name, mods version, mods version on the server, server permissions, etc... But as you can see : Every mods got an underscore and not spaces, i know BIS got issues with " ", as you can see. So i think this way is clear. I've also seen guys said the problem came from the mission, IA's are not in playable or there's a player slot forgotten. Same here, all IA's have the purple circle. If a player slot was forgotten, the red circle will stay visible. Also, our technician checked the permissions twice and the mods version on the server is the SAME as clients.
  16. I'm trying to get a script that will stop damage after getting incapacitated and force them out of a vehicle if it explodes. I want bleedout to be exclusively based on time not players getting double tapped. We run without ACE medical and we use default arma revive in the eden editor. If anyone is willing to share a script that does this, i would love the help. I'm not fluent in arma scripting and i run missions with a group of 20+ friends. I want this script for us but I'm struggling to get this the way i want. Thanks.
  17. Whenever I start the scenario in either Singleplayer or Multiplayer I load into this. I can't control or move the camera, but I can access the menu (which sometimes stops working too for no reason). The only way I've found to get past this is to open the Zeus menu while ingame, which doesn't work for any units I don't allow to Zeus (i.e. player characters). I'm kinda at my wit's end with this and would appreciate some help. I don't think this is a mod problem since it started to occur after I had already loaded in with no problems with the same mod set up, but just in case here's my list of mods. Edit: After an arduous trial and error testing of what was breaking the mission (i.e. deleting things individually, testing if it worked, then adding more and more back) I found that what was messing up my mission was one of the Ares mod structures. In particular, it was the AP minefield. Once I deleted it, the problem went away entirely.
  18. Hello, I'm trying to make a race using the Karts DLC, and am not sure how to activate the Lineup, Checkpoint, and finish modules in the eden editor when testing via singleplayer. Can I get some help?
  19. So I'm making a kind of "shooting range"-scenario with live targets. On one place, I want the players to have the possibility to spawn enemy units. Per now I have a laptop with Init -> I have a SpawnAI-module with VariableName "spawn1", synced with a trigger with condition ->"Spawned" - that starts spawning of 1 enemy AI. When he dies, a new one spawns after 15 seconds. But I can't figure out a 'temporary disable' function. Help?
  20. Hello, Just wondering if it would be possible to have the trigger effect from eden, and take that into zeus. I'm just coming up with ideas at the moment, but plan to impliment something to show a trigger's to the zeus locally. - Curious
  21. So I've been experimenting in the editor, trying to make "standoff" armor for APCs, make big ridiculous armored gun trucks, things like that. Basically the kind of makeshift DIY stuff we see in Iraq and Syria. Naturally, I'm using the attachTo and setVectorDirAndUp commands in each objects init field for this. This is an EXTREMELY time consuming and tedious process, as I have to fiddle around with the X,Y,Z coordinates of every piece and then hit "play scenario" just to test the placement of each piece and then end it, make guestimates, rinse, wash, repeat. Is there an easier way to do this? Like maybe some mod or addon or something that lets me just sync the object to the vehicle and then move it around with the mouse? Or maybe see my X/Y/Z coordinate adjustments in real-time in the editor, as opposed to having to start the scenario each time to see the placement? I've got some really cool ideas, but my god is this a pain in the ass lol. Here's some stuff I'm messing around with/WIP:
  22. OVERVIEW CompoT is a toolset designed for mission/addon makers to place and manipulate objects. CompoT is integrated directly into Eden mission editor, allowing you to place most ArmA 3 buildings and objects seamlessly, while normal mission making. To play mission made using CompoT, players do not need to have addon installed, everything is stored in mission.sqm and/or ct_projects.sqf. Addon is needed only for mission making process. CompoT have powerful GUI tools to utilize objects added by other addons, as example it is natively compatible with CUP objects, which is 3500 additional objects. CompoT`s cornerstone is randomization. With CompoT, mission/addon makers are able to significantly increase replayability and overall variability of their missions, by adding certain level of battle field randomization. CompoT is aiming to support as much of community tools and utilities as it possibly can. If you like to have CompoT`s functionality in your own project/addon/what-ever-you-are-doing, please don’t hesitate to contact me, I will be happy to help integrate CompoT in your project. CompoT is open source, it is found on GitHub, feel free to fork and/or pull request. Stable branch v0.2 github Dev branch github (latest updates and issues ^_^) KEY FEATURES Solid connection to Eden Editor Powerful object browser tool, with searching. Can be used to place objects from any mod or addon. Does not need mod to be installed for playing mission. Can be used virtually in any kind of missions, including persistent MP missions like DayZ. Flexible means of randomization. Object library with more than 4.5 k entities, all categorized and have screenshots. SHOWCASES If you would like to see CompoT in action, consider playing RTDM - Randomized Team DeathMatch. This game mode build around randomization of battlefield, looting and round based - one life - team death match. You can directly connect server with IP address 173.199.107.44:2302 Or search new server browser for "RTDM" In order to play you don`t need any mods. Please join the fight and call your friends! TS server available on same IP as server, password: rtdm INSTALLATION To install the Composition tool you should use modfolders to keep it seperate from the official game content to prevent issues. With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded. STABLE 0.2 Armaholic Workshop DEVELOPMENT Armaholic Workshop Dev build have all the latest features and new bugs. It is updated as frequently as new features or fixes added. This is same as github`s CompoT->dev, but packed and sighned. MEDIA TUTORIALS Please see tutorials on official youtube channel. You will find all tutorials in this playlist. If you have tutorial request, let me know in this thread, i will try and make it for you. CONTACT If you like to contribute to project, have suggestions, want to add support for your objects addon or just talk about Composition Tool. Feel free to contact me via one of the following methods. Hate typing like me? Like to have voice conversation? Join discord PM me on this forum CHANGE LOG Changes mentioned from oldest to newest
  23. I've just started getting into Zeus and Eden Editor to make missions and stuff. I can't find out anywhere how to make templates and then put them on the server to play them, or at least make templates on the server so I can save it for later or reuse it. Please reply with an answer as to how I can save/load templates on to servers to set up Zeus missions easier. As well as how to make a template in singleplayer, then load it on the server. Thanks.
  24. Hello at all who will read this at first, I am currently working on something called DCFDB a Dynamic campaign Framework for Arma 3. To keep things clear i will write some things about it. First of all there is no released Version right now so it is not avialble yet. The Target of it is to have a Dynamic Zeus Campaign with a saving function and other little extras for administrating the campaign. To achive this i am writting an Database in combination with extDB3. This Database should store the most if not all placable and doable things aswell as states. I started at some point to play Milsim Missions with Zeus and thought that it is somewhat sad that there is nothing really to safe the progress. Better said i am targeting a normal Arma 3 campaign as Zeus Campaign with the use of the Creativity from Community of Arma 3. Well with that said now i get to my problem: I am working right now to make it possible to use the Editor for the campaign that you aren't Limited to only Zeus. So i wanted to use the ID of the Mission.sqm to check if it is a Editor Object and later maybe call it by that or assign paralell a Id from the Database. The id of Item 59 ("I_Truck_02_box_F") would be the 409. Right now with the Knowledge i have i can get this variable by using: https://community.bistudio.com/wiki/get3DENEntityID But this is limited to the Eden Editor right now. I ask myself is there a way to get this exact Value in the mission while the Object "I_Truck_02_box_F" is selected with as an example: cursorobject. I already thought of another sollution of this by first calling all placed objects and extracting the ID in the middle of following: 13b57c080# 1675124: truck_02_box_f.p3d by using _editorID = str _vehicle splitstring ": " select 1; this gives me the 1675124 of the whole thing. I thought this number would be my solution but then i got informed that those numbers can change because of terrain modification like one tree more or less. So i can't use that. Now is the Question is there any other solution to get this ID or something which is also unique and won't change? Just as information NetID changes. Another thing i tried is to include the MissionSQM in the description.ext and work the parts out: class MissionSQM { #include "mission.sqm" }; and call it through: getNumber (missionConfigFile >> "MissionSQM" >> "version"); [this is not the path just as information this is just an example] but there is another problem i can't order the ITEM Class to the object if there is variable itself which it does not need everytime. class Attributes { name="beta_4"; } Without the name Attribut i can't order it corectly to the unit. Position is a bad option since those can change. The funny thing is i can call the object mentioned before with this script so this is why i tried the splitstring Part: [0,0,0] nearestObject 1675124; So i am with my knowledge at the End and wanted to ask if someone knows a command for declaring an unique ID which won't change and are passed on from the Editor. I searched the Internet up and down asked question in the Arma 3 scripting Discord channel. I think also you were able once to read out the 1675124 id with a command but this was discontinued due to the terrain change problems. Now the editor objects get their own ids which was once wanted but this can't be used in the Mission. I am at the point where i don't know what to do now. Maybe some of you has some answers. Would be glad.
  25. Nutzgo

    Simple Zeus questions

    Hi. I'm trying to create my first scenario. have some questions about EDEN and Zeus. 1) When I place an Ai, eg a civilian in Eden-editor, how can I controll that Ai when I enter play as zeus? When I'm Zeus in a game, I can place an Ai and controll him, but I cannot controll pre-placed Ais. How do I do this? Same thing goes for preplaced objects and buildings. 2) Is it possible to make custom presets in Zeus and/or Eden? Say I want to create a custom made base, road controll point, or a custom made personell group, and save them as presets in the menu - how can I do this? Thanks in advance //Nutzgo
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