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Found 225 results

  1. Hello everyone. I could use some help because I really don't know what might be the problem. I'm editing a MP-Mission with a respawn-module for Blufor and one for Opfor (Settings - Typ: Infantry, Side: Opfor/Blufor, Show to: Only the side). I've also placed a respawn-ticket-module set to five for Blufor and Opfor. At least I connected both respawn-modules with the ticket-module. So. What works fine is the ticket system. After more than five deaths the mission ends. But that's not the problem. In the multiplayer settings I set "Respawn on Custom Position" with the settings 'show respawn counter' and 'subtract tickets upon death'. I also activated the scoreboard, the manual respawn and a respawn delay of 10 seconds. So actually I expect the following to happen: After you get killed you see the scoreboard for ten seconds. After this countdown you will automatically spawn at your (Blufor or Opfor) respawn. What really happens: Opfor is spawning at his point of death while Bluefor is mostly spawning at the respawn point but not always. I was testing this with an Opfor and an Blufor Assault Rifleman playing on both sides but also with a friend who was playing the other side. What do I fail to see? I would really appreciate if someone could help you. Thank you!
  2. Hi! I want to make a Artwork but i dont know how i can make tracers. Can someone help me 🙂
  3. Hey, sorry, I'm pretty new to designing missions, so I'm not great at scripting. I'd like to make it so that, on a multiplayer server, with 5-20 players, it randomly picks one or two. The idea would be that it would flash a message on their screen, and theirs only, so that no one who is NOT picked would know about it. Does anyone know what code I should fuck with to do this? I already know how to make it output messages via Hints, I just need to know how to make it randomly pick that one or two players to do it to, without anyone else (including the host, if possible) knowing who was picked.
  4. 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?
  5. 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. 🐕🐐🐑🐓
  6. I came across this post recently and while it has solved most of the visual issues I have with Sector control, I still have no idea how to change the last grey ellipse shapes to something else. I wanted to use flags for both the neutral and captured state. Earlier post:
  7. Hey Guys. I have a big Problem with Respawns. I want to make a Teamdeadmatch Scenario with 4 Respawn Positions for each Team in Buildings. The Problem is, everytime when i use Buildings without floor like Tent-Hangars, Medical-Tents or Shets, Player spawns on Roof of the Building instead on Groud IN the Building. What can i do? I hope for some help......thx Tattoo
  8. Is there a way to edit Bohemia Interactives default game modes? For example, I wanted to make a Multiplayer Advance and Secure scenario and the already implemented game mode "Warlords" covers a lot of the needed mechanics. The problem is there's a lot of extra mechanics and UI that I don't really need in the scenario and the modules don't give me enough control. I have tried using light mods like MCC but I wanna keep the mission as light as possible even if it means more work on my end. If any one can just give me A TLDR, point me in the right direction, or even tell me if whether or not what I want to do is possible that would save me a lot of time. Thanks.
  9. 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!
  10. Guten Tag, folgendes Problem. Ich hatte mir eine Mission abgespeichert und wollte diese heute wieder bearbeiten . Doch ich konnte Sie nicht einsehen im Spiel Arma 3 selbst sie wurde mich nicht angezeigt wenn ich auf "bearbeiten" gehe und dort "öffnen" drücke . war dort nichts zu sehen. Im Ordner selbst unter dem Pfad "Other Profiles" - mission" war zwar die Datei aber im Spiel konnte ich nichts auswählen. Bitte um Hilfe! Liebe Grüße
  11. Hello all, Apologies if this has been covered elsewhere or if this is the wrong thread! I’m building some scenarios, and want to move the respawn position as the mission develops. I’ve been using the below activated by a trigger and with an appropriate marker: "respawn_west" setmarkerpos (getmarkerpos "new_respawn"); And, this has worked excellently for all players in the scenario except me (the host)! I always spawn back at the initial spawn point. Is there a reason why this would not be working for the host but would work for the rest of the players? Thanks, D.
  12. Hi: I'm creating a WWII-themed mission based on the map @IwoJimaV2 and the mod IFA3, facing up the fow_uscm faction agains fow_ija. I had previously created 2 different missions of the spanish FFAA Mod vs the CUP Russians, using the guide of the wiki (https://community.bistudio.com/wiki/Arma_3_MP_Warlords) with no trouble at all, even with custom asset lists, but this time I'm getting several errors that are preventing me from leaving enabled AI slots and buying troops. This mission, however, has some oddities: ·I've chosen as REDFOR the fow_usmc faction (which is coded as independent (greens), but I don't think that's the problem, as I tested changing them for genuine redfor factions, and the fow_ija (BLUFOR)was already in that faction. ·I haven't left any neutral Warlord Sector. All of the island is controled by BLUFOR, except for REDFOR Base (a beachhead). ·There are double REDFOR (american) slots than BLUFOR (japanesse). Japan players are expected to reinforce/help the AI to create a more interesting game, not to push like in a regular Warlords game. ·There are a lot of BLUFOR ambush groups, and random minefields (the System) covering some routes. I don't think this configuration is causing any problems, but the point is I don't even know what else to do, so I'll copy the broken_script alerts I get while opening my game in multiplayer: (I got this logs from ~:\Users\~~\AppData\Local\Arma 3\Arma3_x64_2020-10-13_22-26-51.rpt) This"paragraph" creates a loop that repeats several times. If I let AI playable teammates enabled, I algo get this error: All of my sectors (the 2 bases and 4 sectors) are properly configured and synced ingame. But with AI enabled, they don't even show up. If I disable them, I can play (but the 1st error keeps me from buying troops) Finally, I'm showing you my CfgWLRequisitionPresets. It should allow me already to buy a few fow_ija infantrymen but not even the Infantry category shows up. I'n my file there's also the parameters codeblock, also copied from the wiki, and that (at least) works properly when testing from multiplayer. Well, I think I have more or less explained my problem, and contributed most of the relevant information (just ask me if I should provide more complete logs, the mission files or whatever xD) In case any of my enabled mods is messing up, I'm also sharing my modlist. Most are WWII Assets, along with their dependencies, the Iwo Jima Map, and 3 movement-enhancement mods. I will deeply appreciate any clues about what I could do. This battle wasn't (afaik) represented in any Arma Scenario and I'd like to bring to fruition this project. Regards. This is my modlist: Enhanced MovementSteam http://steamcommunity.com/sharedfiles/filedetails/?id=333310405 CUP Terrains - CoreSteam http://steamcommunity.com/sharedfiles/filedetails/?id=583496184 CBA_A3 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=450814997 Advanced Towing Steam http://steamcommunity.com/sharedfiles/filedetails/?id=639837898 Advanced Sling Loading Steam http://steamcommunity.com/sharedfiles/filedetails/?id=615007497 IFA3_AIO_LITE Steam http://steamcommunity.com/sharedfiles/filedetails/?id=660460283 IFA3 liberationSteam http://steamcommunity.com/sharedfiles/filedetails/?id=950999958 7Y Assets WW2Steamhttp://steamcommunity.com/sharedfiles/filedetails/?id=1202636528 IFA3 liberation compatibility 7Y WW2 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1215887665 Iron Front ArmA 3 : Faces of War Compatibility patch Steam http://steamcommunity.com/sharedfiles/filedetails/?id=828493030 Flying LegendsSteam http://steamcommunity.com/sharedfiles/filedetails/?id=2012417505 Faces of WarSteam http://steamcommunity.com/sharedfiles/filedetails/?id=891433622 Enhanced Movement Rework Steam http://steamcommunity.com/sharedfiles/filedetails/?id=2034363662 Cyprus Autorun By A. Cyprus Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1433000796 @IwoJimaV2 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=2017579768
  13. Help, in the editor when I want to start the game after loading, the window "parsing" POPs up, or if the English version is "debriefing" Here is a video demonstrating the error. YT video error P.S This problem manifests itself only when I put the infantry, for example, if I put armored vehicles ( in particular, it only works with the red side) and play for it, then everything is fine, but if there is at least one infantryman on the map, regardless of the side, then this problem appears. Before this was not, how it appeared I can not understand. Several times already reinstalled the game, all DLC. Perhaps this is all because of the A. C. E mod, because everything is fine without it. However, I have been searching the Internet for an answer to this problem for a long time.
  14. 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.
  15. I need some help for respawn loadouts. I'll make a server for me n my crew play and enjoy it. I make the base, vehicel respanws, put the player slots set up the server. Everythign was fine but respawn it have a problem. I change the player special states "enable stamina off" ofcourse. Put the infantry respawn module set delay bla bla.. Whatever. when i test in game to respawn i killed myself with a granade and force respawn screen come on my screen. I'll hold the space bar and forced respawn has correct work. But when i dead and take respawn my character has reset, reset loadout, reset my edits, everything have reseted on player. I'll try that scripts on server file; initPlayerLocal.sqf pLoadout = getUnitLoadout player; onPlayerRespawn.sqf player setUnitLoadout pLoadout; This does not work and i search some different scripts and find this; PlayerKilled [player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory; PlayerRespawn [player, [missionNamespace, "inventory_var"]] call BIS_fnc_loadInventory; but this scripts not work maybe make mistakes but dont think so. How can i fix this issiue????
  16. 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. 🙂
  17. 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?
  18. 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
  19. DISCLAIMER/ INTRO: Hello, sorry if this is the wrong place to ask, but I no longer know where to look for advice. I've looked all around the forums and googled around for a week now. I have made missions for my friends since arma 2, but I have no experience with scripting other than implementing simple scripts that is rather user-friendly. PROBLEM: So I have made 6 star wars co-op missions for my friends to play, while I zeus around. My first 4 missions runs in multiplayer with no problems, but my two last missions I am having some trouble with: While I'm making my mission in the editor, I use the singleplayer to test it, however when I tried running it in the multiplayer to make sure everything worked fine before showing it to my friends, it all seemed to freeze up completely when spawning into the mission. It got so bad I had to Ctrl+Alt+Delete to exit the game. The first 4 missions worked fine, with only the 4th mission using one simple script in the trigger. However in the 5th and 6th mission (the ones I'm having trouble with) I introduced some ALIAS scripts into the missions (not sure if that's directly the problem). I am wondering if there is something I can do to fix it or optimize it for use in the multiplayer? I really need it to work, but I don't know what to do anymore.
  20. So, im setting up a SP mission. Out of complete randomness the AI decided to shoot at my jeeps with their RPG. i found that so dope so I wanted to have that in the mission but it just wont replicate. I tried setting a Destroy waypoint on the vehicle - AI does nothing, just walks there. I tried setting them to open fire and combat state and just let them stand around (which was basiclly the same that happened when it randomly worked) but they wont shoot at it.... so what am I supposed to do to make this horrendous AI work the way i want? shouldnt it be self explenatory to enable the AI to shoot rockets at vehicles?!?!
  21. The idea of the mission i'm editing is that the players need to aid civilians, and bandaging all of them triggers an enemy attack. Involving the ace medical system troubles this, because civilians heal themselves even without medical equipment. disabling simlation would block any input, so what I thought I should do is to disable the AI medical system in the needed units. I can easily disable the global AI medical system through addon options, but I don't know the script needed for this to apply in only one unit
  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. convertedObjects = []; { if (isNil {_x getVariable "preventSimple"}) then { private _interiorPositions = []; _interiorPositions = [_x] call BIS_fnc_buildingPositions; if (count _interiorPositions isEqualTo 0) then { if (lightIsOn _x != "ON" && lightIsOn _x != "AUTO") then { private _position = getPosWorld _x; private _vectorDirUp = [vectorDir _x, vectorUp _x]; private _model = getModelInfo _x select 1; deleteVehicle _x; private _simpleObj = createSimpleObject [_model, _position]; _simpleObj setVectorDirAndUp _vectorDirUp; convertedObjects = convertedObjects + [_x]; }; }; }; } forEach (( allMissionObjects "building" - allMissionObjects "StreetLamp" ) select { !isClass( configFile >> "CfgVehicles" >> typeOf _x >> "UserActions" ) && ( getArray( configFile >> "CfgVehicles" >> typeOf _x >> "ladders" ) isEqualTo [] ) }); // add this command to the object's init to prevent it from going simple: // this setVariable ["preventSimple", true]; // use this command to count how many objects were turned into simple objects by the script: // count convertedObjects; // for obvious reasons the script will not turn into simple objects the following objects: // 1) Objects that have interiors 2) Objects that emmit light 3) Objects that have user acctions such as ladders, gates, street barriers etc. The code above replaces all the mission objects (That are not units/vehicles, have no interiors and/or have no lights) with simple ones. I gain +10 FPS immediately after running that code in GLOBAL turning +2100 objects into simple objects on my reference mission. (The FPS increase will depend on how many objects you've added to your mission via EDEN editor). The reduction in stuttering is notorious. Combine this script with other optimization scripts such as view distance and you will get more additional frames than overclocking your CPU without all the dangers! 😉 Special thanks to @Larrow Question for the Arma Gurus: How can I save those results to the mission file so it is those same simple objects right from the start? (Without using such MP resource heavy script). Thanks
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