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Found 224 results

  1. Hello. I was searching for answer to this question, but couldn't find anything that can really help me. I am not so good with scripting that's why some tutorials I found were really complicated for me. So my question is, how to add custom unit in the game editor ? I created 7 characters all with custom uniforms and weapons but I would like to have them as a unit in editor so I don't have to copy/paste them every single time I start with new mission. I have them saved in notepad files. I hope you understand what I want. I am sure this was asked before so don't go hard on me for asking it again, please. You can post links to some tutorials, any help will be appreciated. :)
  2. Hi, I'm trying to make a mission using the 3D editor based around defending a few camps. I'm trying to make it so a new task pops up after an enemy unit (zombies in this case) enter a 500M trigger, as well as playing an alarm. The trigger works fine and is reusable (cools down, replays etc). However, for the tasks, I'm not sure how to get it to 'disappear' and come back when more enemy units enter the trigger again. For example: I have the task to say what direction the enemy is coming from (It's a large camp, using NWAF on Cherno), so it'll pop up 'Defend South East Barricade'. That comes up fine when the trigger is activated by a hostile. Only thing I'm stuck on is making the task itself repeatable so it pops up again as if it never activated in the first place. I'm not bothered about the task showing up as 'successful', I just want it to pop up on the screen so the player knows where to go. Thanks in advance
  3. Hi, on our server we are very pleased when playing at "random mission generators" Of course, first something did create these missions in editor and write script file for this. Is there a way to create something like this. -- i create unit groups and give him names like _mission1, _mission2, _mission3 -- i make the HQ at main base -- i the HQ making the computer that haves trigger to incoming players and add button "Get the mission" -- after that randomizer creates random mission at previosly defined locations _location_mission1 and generates random unit group -- add mission objective to map -- make checks for getting new mission its imposble and add item "pass mission" for script bugs i know its possible when use script file and program code. its there a way to create this with EDEN only? == 2. its there a way to append arsenal / garage to both item and how to do this in EDEN? i think - "where the player comes trigger and trying to use mousewheel - they have command arsenal / garage" and arsenal have ALL items including voices, watermarks, heads.
  4. So yeah I like testing weapons, but I've never figured out how to have unlimited rockets for launchers or unlimited satchels. I've tried to google this many times too, but always it just leads to a script that gives unlimited ammo for "bullet weapons" (and vehicles), so now i'll ask here how to do it :) Having to constantly rearm something that has heavy rockets so that even one fills a carryall isnt so fun when I'm trying to test them.
  5. Hi, I have been developing a mission now and i have come to do the spawn menu. I have set up the rscbuttons but i have no idea how to get the button on clicked to teleport someone to a part if the map. Where would i set this up and what would the code look like Thanks Harry P.S i am pretty new to scripting so please dumb it down as much as possibe.
  6. Now that when we have the compositions in 3den that opens whole new level of editing I'm now wondering why we can't organise / layer our compositions into folders? Are you planning to do so or is it impossible to make because It will be on Steam Workshop where you will basically have to stick with the current predefined category system? Sorry for bloating forums with it, but feedback tracker is still down and I can't seem to find any other topic to post things like this.. Cheers.
  7. Hi, i found the F18 Super Hornet mod and i have created a mission with the eden editor with both versions of the fighter, the E and F version, the F version as you probably know is "tandem-seat". So i have the empty fighter, a Munition HEMTT vehicle and two pilots, one of them the player, there is a village in which there are several OPFOR units and i have set some waypoints for the plane. It works like this -First i get in the fighter as the pilot so i can use the Service menu and select which equipment i am going to use -Then after the fighter is rearmed, then i get in the gunner seat and tell the AI pilot to get in. -I have used a trigger linked to the AI and the first waypoint, so when he gets in, it goes to the first one and then the fighter takes off perfectly. The problem is, although i have set limited speed in several waypoints the plane goes too fast so i can bomb the objetives, and also it flies at 300M height, so the fighter gets hit, and also, it is not stable at all. I have tried with the flyInHeight script, but the speed is still too high and not stable. Does anyone know how to make it fly slower, higher and more stable? And also i would like to know how to make it land when it returns to the airport. Thanks and sorry for my poor english.
  8. Hi all, I was working on a mission using my standard mods I use and loving EDEN until I previewed the mission - everything in preview went fine and exited back to the editor. Now all EDEN does in 3D mode is freeze, I can access the units selection box on either side but the Graphical Interface of the Map just stays put. The little 3D tool in the bottom left hand corner (its the 3D line that looks like a 1/4 of box) moves and spins but the actual maps just stays frozen looking at what it was looking at when I launched the preview. I just tested it running the game naked with no mods and I didn't have this issue - any help would be great. Tommy
  9. I was wondering if it was possible to add new subcategories? Thanks, Night515
  10. I know about setName, and setIdentity, but I'm wondering how one might be able to change the name of a character when you hover over them. They would say "Rifleman", or "Team Leader." I know that when you place the units under Men (Story) their names show up as their names are, but I'm wondering how I can get a character to have a name show up as well, so that instead of "Grenadier" or something, it shows "Cpl. Dunn" or something like that.
  11. Where do I find the ID button in the Eden Editor? It was there in the 2D editor but now I can't find it anywhere. How will I aquire the IDs for buildings?
  12. I am currently trying the Editor after the release and have found most of the functionality ok. some issues when creating a mission is units set with a certain behaviour completely ignore what you have set and do whatever they wish. I have also tried setting waypoints and they start to follow then do whatever they wish. No opposing forces present to make them change behaviour. Can anyone offer any ideas I have watched some of the videos relating to object placement and suggesting items can be put onto tables and surfaces. Having tested with many different tables and surfaces this does not work.This has never worked and still does not work in Eden. Even using 3rd Party 3d editors such as ARES in zeus to save SQM the objects just fall to the ground and MCC is very hit and miss like the ARMA 2d Editor. Is this a known bug or can anything be done to aid with this issue.
  13. Hi all, I am new to the ARMA series and cannot work out how to add units to the top floor of a building. When looking at a building on the Editor map all I see is a big grey area with no details of the rooms inside or the floors that it has. So, when I add a static weapon it always is placed on the ground or ground floor when I actually want it to be placed on the top floor, overlooking something. Can someone please tell me or point me to a tutorial that shows how to add units to buildings that have more than one floor, say a Cargo Tower or Cargo Post for example and have those units show up on the top floor and not on at the base of the tower, on the ground where they are useless. Thanks for any assistane that can be provided.
  14. Long story short, I'd like to get the position for the trigger of the airport entryway doors. The config files for the airport states the following: configfile >> "CfgVehicles" >> "Land_Airport_right_F" >> "UserActions" >> "OpenDoor_7" >> position = "Door_7_trigger"; So, I want to get the position of this door trigger. I've tried using selectionPosition but always get a [0, 0, 0] result (which means it didn't find the memory point). Am I doing something wrong here? Does anyone have a solution for this? This is the code I use to check for the position: * Player object's Init field player addAction ["<t color='#FFFF00'>DEBUG: </t><t>Show memory point 7 on Airport</t>", { execVM "getMemoryPointDoor.sqf"; }, nil, 9999, false, true, "", ""]; * getMemoryPointDoor.sqf private["_airport", "_memoryPoint"]; // Find nearest Airport object within a 100m radius of player _airport = (nearestObjects [player, ["Land_Airport_left_F", "Land_Airport_right_F"], 100]) select 0; if (isnil "_airport") exitwith { hint "No airport object found."; }; // Studying Land_Airport_*_F and its respective configs you'll find that the UserActions for the double sliding door entryways has trigger positions named Door_7_trigger and Door_8_trigger. // I'd assume these refer to memory points on the model? I can find no indication in the config viewer of these points being defined somewhere in the config class for the set pieces. // For this example, I've chosen to use Door_7_trigger. _memoryPoint = _airport selectionPosition ["Door_7_trigger"]; if (_memoryPoint isEqualTo [0, 0, 0]) exitwith { hint "Airport object found, but failed to retrieve memory point position."; }; hint format["Position of memory point: %1", _memoryPoint];
  15. Hello Community, I brain teasering a long time. Search the web for a solution but I don`t find something. Can someone help. Know someone to place a 3D Marker in the editor like the E3 2012 presentation from ArmA 3? Like this?
  16. So as you may know (I didn't until today), you can preview the whole scenario you're creating (briefing, etc) by holding down SHIFT and click 'preview', and, for some reason, they play out quite differently: First thing I noticed was that ambientAnim didn't play any animations on the units, instead, they were in a frozen state with their weapons pointed forwards. Basically, it was as if 'disableAI "ANIM"' had been executed instead. Quit the preview and tried again and from that point on, the function worked. I've noticed many other scenarios and campaigns from other people that suffered from frozen units as well. Then, on a smaller, less impacting way, in the init file I added a code to add the TF Aegis insignia to all west units. It worked, but somehow it removed the insignias from the player's group which I had previously added from each unit's init. So why's this?
  17. Hi all, I am a Linux user who is new to the ARMA franchise. I have been having a crack at putting together a simple, vanilla mission whilst waiting for the game to be updated from version 1.42 to 1.54 and am wondering if someone could help me sort out a few issues I have encountered during testing. 1. I found that 2 missiles from a chopper will take down a Military Cargo Tower. I can't have that and am wondering if there is a script to make a building indestructible? 2. Is it possible to restrict the use of artillery, so the Scorcher, Sandstorm and mortars are not available? 3. AA units that I have placed on the side of a mountain do not change weapon and fire when an enemy chopper flies past. Is there a script that forces them to use the AA missile launcher as their primary weapon AND actually fire it when an enemy air unit flies into range? 4. I have a speedboat on patrol and would like it to refuel/re-arm when the patrol is complete. I am having difficulty in getting the boat to manouver alongside the pier where I have a Taru fuel pod and 2 boxes of vehicle ammo stationed using the "move" waypoint. ( I could probably get it so that it works with more tweaking and previewing but am hoping that there is an easier way or some kind of "refuel" option). 5. Finally, could someone please tell me if the mission I am creating using version 1.42 is going to transfer successfully to version 1.54 when my version of the game is updated? Thanks for any assistance that can be provided.
  18. Hi all, I am a Linux user and as such, am new to the ARMA series of games. I am using the editor to create a mission and was wondering where i would find the APDS ammo for the GM6 Lynx as I cannot see it in the "Basic Ammo" box, cannot see it in the "Special Wepaons" box that Lynx came in and do not see any other type of ammo box that it might be in? Also, I am having trouble finding the "Cargo Tower" and "Cargo Post" buildings in the editor. Thanks for any assistance that can be provided.
  19. So i've made a mission for a community public server and during the finishing stages noticed that it cannot be played unless those playing it have Blastcore Phoneix, is there any way or method to which i can remove the blastcore element so that the mission can be played. Without remaking the mission entirely?
  20. colddna

    Clutter Issue

    7:27:20 Warning Message: No entry 'bin\config.bin/CfgWorlds/kapolei/Clutter/DefaultClutter.model'. 7:27:20 Warning Message: '/' is not a value 7:27:20 Warning Message: No entry 'bin\config.bin/CfgWorlds/kapolei/Clutter/DefaultClutter.swLighting'. 7:27:20 Warning Message: '/' is not a value 7:27:20 Warning Message: No entry 'bin\config.bin/CfgWorlds/kapolei/Clutter/DefaultClutter.scaleMin'. 7:27:20 Warning Message: '/' is not a value 7:27:20 Warning Message: No entry 'bin\config.bin/CfgWorlds/kapolei/Clutter/DefaultClutter.scaleMax'. 7:27:20 Warning Message: '/' is not a value 7:27:20 Warning Message: No entry 'bin\config.bin/CfgWorlds/kapolei/Clutter/DefaultClutter.affectedByWind'. 7:27:20 Warning Message: '/' is not a value class DefaultClutter; class Grass_Green1: DefaultClutter { model = "arma3map\kapolei\clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = 1; scaleMin = 0.7; scaleMax = 1.0; }; i dont have any errors in pboproject but once i load my map into editor i get the message above
  21. Ive bee ntrying to run a mission now on a dedicated server and i have even gone so far as to remake it but the same issue appear; The mission don't start. It only kicks me out in the selection screen. Does anyone know why and have any one experience with this? RPT log: 20:01:45 Starting mission: 20:01:45 Mission file: Operation_Soft_Stone_v1_1 (__CUR_MP) 20:01:45 Mission world: Altis 20:01:45 Mission directory: mpmissions\__CUR_MP.Altis\ 20:01:47 Attempt to override final function - bis_functions_list 20:01:47 Attempt to override final function - bis_functions_listpreinit 20:01:47 Attempt to override final function - bis_functions_listpostinit 20:01:47 Attempt to override final function - bis_functions_listrecompile 20:01:47 Attempt to override final function - bis_fnc_missiontaskslocal 20:01:47 Attempt to override final function - bis_fnc_missionconversationslocal 20:01:47 Attempt to override final function - bis_fnc_missionflow 20:01:47 Attempt to override final function - rhs_fnc_findangle 20:01:47 Attempt to override final function - rhs_fnc_calcbalistic 20:01:47 [101619,1944.12,0,"XEH: PreInit Started. v2.0.0.150817. MISSINIT: missionName=Operation_Soft_Stone_v1_1, worldName=Altis, isMultiplayer=true, isServer=false, isDedicated=false"] 20:01:51 [101619,1947.9,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_cache_disable.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"] 20:02:01 [101986,1957.94,0,"WARNING: PostInit did not finish in a timely fashion"] Server log: 20:06:48 Reading mission ... 20:06:56 Cannot open object z\ace\addons\javelin\data\reticle_titan.p3d 20:06:57 Mission Operation_Soft_Stone_v1_1.Altis read from bank. 20:08:27 Roles assigned. 20:08:27 Reading mission ... ((20:06:56 Cannot open object z\ace\addons\javelin\data\reticle_titan.p3d) this is known. and is not a issue cause it works on other maps.) Mission File: http://pastebin.com/pv37Bg0X
  22. moricky

    Eden Editor

    Welcome to the Eden Editor! The new 3D editor has been released to Arma 3 and you can try it now! This thread category is the ideal place for editor-related discussion. Whether you have ideas for new features or would want to comment on something that's already there, you're at the right address. For reporting issues, we recommend to use the Feedback Tracker, because it will help us to keep track of all problems in an organized way. We'll be scanning this thread periodically and often replying, so don't be afraid that your points will fall on deaf ears. And when we're not writing anything, that means we're busy making Eden Editor even more splendid ;) Useful Links: Community Wiki OPREP - Eden Editor Beta Eden Editor Sneak Preview How to switch to dev-branch Feedback Tracker
  23. AUSMD Weapon Holders in the 2D Editor Tutorial Weapon holders can be a very useful alternative to the standard put all my items inside an ammobox, and can also be pretty cool to look at when all your stuff is on tables and shelfs. It is pretty under utlilized in a lot of missions, most don't bother with it at all because it can be a bit of a pain to get working with the 2d editor, which is why I made a tutorial on how to do it with a wooden table. There is a chance I might've flopped on some bits of it because I had to do a major rewrite of it because I was writing it in the middle of testing with the weapon holders, probably wasn't a good idea ^^. Post away below with comments Mirrors: Dropbox (v1) Armaholic
  24. I'm making a mission about Polish police where you need to chase criminals. I've placed Surrender Module so after some time of chasing, criminals stopping their cars, getting out them and surrendering. That's a perfect moment for mission to end. How to make a trigger that activates by their surrendering? Thanks!