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Found 6 results

  1. Hello, someone knows how a trigger can be activated just when a sound ends? For example when a trigger starts a sound, i want when it ends, another trigger should be activated. I would be so grateful, thanks
  2. As the title says I can save custom compostions in the sense that I get to see the saving interface. But in my profiles folder where all my missions are saved, the folder named "compositions" (without the "" ofc) stays empty. The path is I have tried if this folder is accessible by the engine by putting custom compos from mods in there and THAT works fine - I can place these in the editor. If I try that with any of my own compos, they appear on the mouse cursor @ 1st click, but the 2nd click can't place them - they stay on the cursor & can't get down on the 3DEN map. Either nothing happens or I get the reaction of a doubleclick: game engine wants to place soldier or vehicle units and offers me a list window for that. Does anyone have experienced similar problems? Or does anyone know where to look for (user) errors? THX in advance for any helpful tips/solutions tourist
  3. Commander Salamander

    Moving Targets

    I'm the leader of an Arma 3 milsim unit, and I'm attempting to complete a shoot-house with moving targets. How do I script an object (namely a target) to cycle movement directions? I'm specifically asking for the initialization script for cycling movement directions for objects in the 3den Editor. Please state the specific steps required to complete these actions, because I'm new to scripting, and as much as I would like to learn how to do it, I simply don't have that much time to dedicate.
  4. Pvt. Sparkleshoes

    3DEN editor trigger help

    I'm trying to make a radio conversation between the player and npc. I have the radio chat modules set up to triggers, but I want them to be activated by the player onky, instead of just civilian, BLUFOR, and OPFOR teams. Can anyone help?
  5. Commander Salamander

    Moving Targets

    I would like to know how to script the functionality of sitting up from a chair when there's a target object (namely an enemy) for the initialization script in particular or otherwise if need be. Please state the specific steps required to complete these actions, because I'm new to scripting, and as much as I would like to learn how to do it, I simply don't have that much time to dedicate. Transferred from MISSION EDITING & SCRIPTING board.
  6. I am just curious if it is possible to import this [ "Exile_Trader_Equipment", //Trader Uniform "Exile_Trader_Equipment", //Trader Inventory "GreekHead_A3_09", //Face ["Acts_TreatingWounded01"], //Animation [14585.2,16759.8,0.126438], //Coords 225.994 //Direction - No Comma ] [ "Exile_Trader_Equipment", //Trader Uniform "Exile_Trader_Equipment", //Trader Inventory "GreekHead_A3_09", //Face ["Acts_TreatingWounded01"], //Animation [14585.2,16759.8,0.126438], //Coords 225.994 //Direction - No Comma ] into eden using an eden script when i export into sqf it looks like this. private _npcs = [ ["Exile_Trader_Food", ["Acts_CivilListening_2"], "Exile_Trader_Food", "WhiteHead_17", [[],[],[],["rds_uniform_Worker3",[]],[],[],"rds_Villager_cap4","G_Aviator",[],["","","","","",""]], [3738.84, 10200.7, 365.168], [0.82503, 0.565089, 0], [0, 0, 1]] ]; { private _logic = "Logic" createVehicleLocal [0, 0, 0]; private _trader = (_x select 0) createVehicleLocal [0, 0, 0]; private _animations = _x select 1; _logic setPosWorld (_x select 5); _logic setVectorDirAndUp [_x select 6, _x select 7]; _trader setVariable ["BIS_enableRandomization", false]; _trader setVariable ["BIS_fnc_animalBehaviour_disable", true]; _trader setVariable ["ExileAnimations", _animations]; _trader setVariable ["ExileTraderType", _x select 2]; _trader disableAI "ANIM"; _trader disableAI "MOVE"; _trader disableAI "FSM"; _trader disableAI "AUTOTARGET"; _trader disableAI "TARGET"; _trader disableAI "CHECKVISIBLE"; _trader allowDamage false; _trader setFace (_x select 3); _trader setUnitLoadOut (_x select 4); _trader setPosWorld (_x select 5); _trader setVectorDirAndUp [_x select 6, _x select 7]; _trader reveal _logic; _trader attachTo [_logic, [0, 0, 0]]; _trader switchMove (_animations select 0); _trader addEventHandler ["AnimDone", {_this call ExileClient_object_trader_event_onAnimationDone}]; } forEach _npcs; I am able to import objects using this: collect3DENHistory{ { private[ "_obj" ]; _x params[ "_type", "_pos", "_rot" ]; _obj = create3DENEntity [ "Object", _type, _pos, true ]; _obj set3DENAttribute [ "rotation",[ 0,0,_rot ] ]; }forEach [ but not sure how to use this for things like animations, uniform, face etc. any help would be appreciated
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