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Found 56 results

  1. 3den Enhanced Description This modification adds new functionalities to the Eden Editor, without creating any dependencies for players. That means, mission builder can use this mod to make their lifes easier without making the lifes of the players harder by forcing them to download additional mods. Features - Many new tools accessible from the context menu or menu strip - New entity, mission and editor attributes - New Functions Viewer - Vehicle Inventory Manager - ...and much more. See Wiki for a full list Feedback Feedback is always welcome and will help me to find bugs and improve this modification. GitHub & Translation This modification is available on GitHub. Feel free to contribute! Documentation https://github.com/R3voA3/3den-Enhanced/wiki Download Steam Workshop Changelog Credits 3den Enhanced - Optionals Description Allows you to hide attributes and menu strip entries by configuring two userconfig files. Feedback Feedback is always welcome and will help me to find bugs and improve this modification. Download Steam Workshop Changelog License This work is licensed under a Arma Public License Share Alike
  2. Hello, I tried to search the forum for something like this but can't find anything that really answers my question, this may belong in the mission scripting section but I don't know what I don't know so sorry if it does. I know how to spawn ai units using a trigger script, and even how to set their positions using waypoints and get/set POS, and how to change their alertness and guarding behavior. But Id like to add enemy AI bases that will be subject to additional scripts later on. I want to be able to place my units where I want them through the Eden editor, but set them to only spawn if a trigger and condition is met. For example, lets say we have Airbase 1 and 2. Both have encounters designed within them, but the player must clear airbase 1 before units at airbase 2 can be triggered to spawn. I'm not so worried about the condition variable, it should be simple enough to pass a Bool when airbase 1 is "captured" that airbase 2 reads, I can figure that out as I go. More importantly, I need the ability to place units in a 3 dimensional space and trigger them to spawn in those exact locations. As far as I know the marker system only works in 2D and while you can pass an elevation variable its not what I'd call accurate when dealing with buildings of different size. The ability to simply create an enemy base with AI in the editor, export it as a module or something and then give it a trigger to spawn would be best for server performance and future adaptation. My best guess: Naming AI and groups, setting some kind of object in their place like an ammo magazine, then on trigger activation replacing the appropriate magazine with the appropriate unit class? But I feel like there is a better way to do this. Very new to this, so I'm sorry if I'm missing something super basic and obvious, I've only been learning simple mission scripting up to this point and have a little bit C++, JS, python knowledge.
  3. Hey there, I've been trying to create my own mission in the ArmA III Eden Editor, in which a special forces team is meant to take out a terrorist cell, and to add a little more of a realistic atmosphere I created an ambient civilian presence in a town that is central to the mission. My plan is to implement a condition in which the player loses the game if they kill any civilians. However, when the civilians spawn in, they all have these purple identifiers over their heads and not only does it make the screen look busy and crowded, but it becomes too easy for the player to distinguish between civ and terrorist. Does anybody know how to get rid of these? (I'm new to the ArmA III Editor so I'm literally learning as I go so apologies if this is some simple process I should've been able to figure out.) Thanks!
  4. Eden Editor, Editing, & Mission Building Guides, Tutorials & Tools Compilation List Last Update: October 19th This is a huge compilation of Eden editor, Editing, and mission building guides for Arma3, the list below is set in alphabetical order, also the list is not set in numerical order, the numbers are just there to act as an associative reference and not setup to be in an order other then alphabetical order. There may be more guides, and tutorials out there that are not on this list, if anyone finds some not listed here, please let me know and i will add them. i hope my list here will save you alot of time and help you learn more about the editor, and build better missions! Armed Assault Editing Guide - Deluxe Edition [Tutorial] How to edit a Steam Workshop mission (Scenario) [TUT]Creating custom compositions for ZEUS 2D Editor ADAM MP mission Gui creator Anvil Mission Editor and Framework Arm A 3 Editing Guide (German) Arma 3 - How to Make a Simple Zeus Mission and Host It Arma 3 - Mission Editing FAQ Arma 3 Editor Guide | Modular Programming | Boolean Data Type ArmA 3 Editor Tutorials - Building Simple Missions ArmA 3 Face Class List Arma 3 Mission Editor Guide.pdf | DocDroid Arma 3 Mission Presentation Arma 3 MP Support Guideline Arma 3 Revive ARMA 3 Setup Guide Arma 3 Task Framework Tutorial Arma 3 User Interface Editor ARMA Development - mission editing and development. ArmA III Mission Builder Category: Eden Editor DJ Otacon Domination Mode guide Eden Editor Eden Editor - The Very Basics [Tutorial] : arma Eden Editor Tutorial & Hilfe für Anfänger HOW TO MAKE AWESOME ARMA 3 MISSIONS! I made a video tutorial series for the Eden Editor in ArmA 3 Latawiec - Briefing Creator Making your first mission · dklollol/Olsen-Framework-Arma-3 Wiki · GitHub MCCSandbox Wiki | Fandom OFPEC The Editing Center Sproyd's Simple Arma 3 Editor Guide SQMEdit Steam Community :: Guide :: ARMA 3 EDITOR TIPS waypoints,orders, and items. Steam Community :: Guide :: ARMA 3 simple, but necessary, Editor guide Steam Community :: Guide :: ARMAidiot's ARMA 3 - Editor Guide Steam Community :: Guide :: How to make a FOB Steam Community :: Guide :: How to make a simple zeus mission and host it. Steam Community :: Guide :: Miscellaneous Editor Tutorials Steam Community :: Guide :: Mission Planning (MDMP) TG ArmA 3 - Mission Template Usage Guide - Tactical Gamer TheGen's Guide to Mission / Campaign Making Zenophon's ArmA 3 Co-op Mission Making Framework Zeus Documentation Ammoboxes & Loadouts, Composition Tools, Missions Tools, & Files Credits To those who have took the time to create these guides and tutorials i hope that my list here would allow the community to better appreciate the authors of this information.
  5. Hello! The bottom line is that I faced a problem that cuts my nerves more than a bitchy girl. The fact is that when the player turns on, then my character starts twitching in place, like standing on oil. When I record and during the recording I walk, run, crawl, run across everything is ok, but after the character stops, this feces begins. Guys, what should I do to make this nit work fine !!!!! ????? https://youtu.be/q3U5YxHkVUU
  6. How to Access Arma 3 Characters Voices in the Game Directory, I Mean if there is a PBO file compress Characters Voice audio Files in Arma 3 Directory, and if No, How to find them?, Need Help Please Big Arma Fan. I was Extracting, Trimming, Cutting, Converting to ogg Vorbis formats yesterday, I downloaded a Miller, James, Kerry and Commander Stavrou Radio and Direct Voice Lines from Youtube, and i cut it into Pieces, but some lines still Missing. Appreciate the Assistance in favor. thanks by the way, big Fan of the Grumpy Old man, i doubt this guy that he is the Creator of Arma 3 haha.
  7. York215

    Respawn Trouble

    So i set up a respawn position logic device and titled the variable name repawn_west, set my multiplayer options to have respawn at custom positon and we are playing as blufor. All of my testing i do in the editor and trying the scenario in SP/MP work perfectly fine. I respawn on the token like i should. As soon as i opened up the server and tested it with a friend he wasn't spawning on the marker, he was spawning on position of death despite me making no changes to the scenario. I can't seem to figure out the problem Edit: it doesn't spawn them on their current death location but at their first death location
  8. I used a script/command to use for recording vehicle movements. I have that down no problem. My problem with my mission is i want the AI in my 4 gun trucks to watch a certain direction and keep that direction throughout that mission for their sector of fire. I.e. South, West, and East. I've used different code and nothing seems to work. Plus I'm decently new to scripting and coding. The code I've used so far is: g3 doWatch 265; g3 setDir 265; g3 setFormDir 265; g3 doWatch e2; Nothing seems to work. 😩 I placed an Enemy AI for a search and destroy waypoint for the gunners. They look at the direction and then once the convoy starts moving they loose interest, 'stopped watching that direction'. g3 - Gunner 3 e2 - Enemy 2
  9. Hello, I have been trying to get this script working for the past day. I got a vehicle to only move to the next way point when a trigger has been activated. In this case when BLUFOR is inside a trigger zone for at least two minutes. However, I want them to land wait for all players to get into the vehicle until moving to the next way point. However, doing it the same way I did the original movement it only lands then take right back off regardless of the passengers being inside. In this case the helicopter is called "heli1" and the player(s) are called "player1" "player2" etc. I have also tried using the get out and get in command however, they get out but not back in. Here is the code player1 in heli1 && player2 in heli1; Is there a way for the game to get a list of all active players instead of limiting how many I can have. And how can I fix the problem of the helicopter either leaving us or not moving at all. Thanks in advance. Trey G
  10. I want to change the RPM for some weapon for a better shooting effect in my Arma 3 Zeus mission. The only way I have is to use Wemod and there's a function called super fire rate which works well for every weapon which I currently use. Is there any function that can be applied directly to all the weapons which can change the weapon rpm through the value modification?
  11. How to spawn AI via module with a patrol route? (with no script docs) (video link) https://www.youtube.com/watch?v=if5Rkoqe30w&feature=emb_title
  12. Does anybody know setup a custom karts race in the eden editor. I've seen other posts on this but they don't really go into detail.
  13. I dont know a lot of making missions and wanted to know if there is a way to delete a variable with a trigger. I tried looking it up but I kinda didnt find anything useful and only found how to delete units. Also where can I look up all the expressions commands for triggers?
  14. hi when i'm place a unit they seen me this error : waitUntil {!(isnull (uinamespace getvariable "RSCDi> Error position: <!(isnull (uinamespace getvariable "RSCDi> Error Undefined behavior: waitUntil returned nil. True or false expected. 13:21:06 In last 10000 miliseconds was lost another 8399 these messages. 13:21:06 File ASZ_Weapons_A3\AT\data\script\disposable\virtual_arsenal.sqf..., line 20 13:21:16 Error in expression <D_virtual_arsenal_exec = 1; i try to disintal and intall and eleminated file in document and localapp data but its does't working what i can do ?
  15. Hellow, I found an intersting function BIS_fnc_3DENExportSQF in Eden editor. (link: https://community.bistudio.com/wiki/BIS_fnc_3DENExportSQF). I cant figure out how to use black list units or layers. Can someone help with it ? For example I have mission with layers witn names BASE and MISSION. How I can convert to sqf only MISSION layer and not convert BASE layer. Code: [ true, true, [0,0,0], true ] call BIS_fnc_3DENExportSQF;. Thanks.
  16. Hey guys and gals, I'm trying to create a task where the player has to take an object on the ground (no matter which one, currently trying with a first aid kit). I don't know why I absolutely can't make it right. I create and configure the task, the task state and the trigger as always, and in the trigger I write "Item_FirstAidKit" in items player" And it won't work at all. Can you guys send help? I'm really stuck on this basic thing and I'm pretty frustrated about it, no matter what I do I can't make it work (Also asked on the steam forums)
  17. How would I make a radio command(I.E. Radio Alpha) become available after you activate a trigger?
  18. I am trying to put together a trigger which gives Zeus points every time a truck goes between two points on the map (Like a supply line). If one Zeus is playing as the OPFOR team, they must spawn a Tempest Ammo truck and tell it to Cycle between two points (Point A and Point B). If the truck is spawned at Point A, the Zeus must order it to go to Point B, once it reaches Point B it must then be ordered to turn around and go back to Point A before Zeus points are added to that team. The Zeus can have multiple trucks going back and forth to add up Zeus points more quickly. I have managed to work out how to make the triggers active when a certain Vehicle type has entered the trigger, but I am having trouble working out how to get the supply point triggers working properly.
  19. Alright, so currently I am developing an OPTRE Spec Ops mission, where a group of ODST soldiers start in a Pelican dropship headed towards its insertion point. I want to begin the mission with a red light within the interior of the Pelican, which I have managed to do successfully. But, I want that light to switch to green whenever the dropship is over the insertion point activated by a trigger that I have designated as (A1). It seems that the code I implement within the initialization fields of the dropship works, but only for a split second as the red light flickers, but does not change to green. Any help is greatly appreciated! This is the code that I have tried to implement: if( triggerActivated A1) then { //The following code will set the interior color to Green. light2 = "#lightpoint" createVehicleLocal [0,0,0]; light2 setLightBrightness .125; light2 setLightAmbient [1,0.2,0.2]; light2 setLightColor [0,0,255]; light2 lightAttachObject [this,[0,-2.5,-0.8]]; }; if ( !triggerActivated A1) then { //The following code will set the interior to Red. light1 = "#lightpoint" createVehicleLocal [0,0,0]; light1 setLightBrightness .125; light1 setLightAmbient [1,0.2,0.2]; light1 setLightColor [255,0,0]; light1 lightAttachObject [this,[0,-2.5,-0.8]]; pelican1 say3D ["music1", 10, 1]; };
  20. Abdullahsteiner99

    Support Module not working

    I've created two Missions with Helicopter transport Module, for a While I had no Problems with the wohle thing. After I left the Game for a couple of Months, I came back to play those missions but I had a Problem with Helitransport. Nether in the beginning of the Mission a get the Notification or the Radio Call that Support unites are on Standby nor can I find it in the List when press 0 then 8. I've tried to remove and put back the Moduls but nothing happend. I tried to create new one in a new mission but it is not functioning. Can anyone tell me how could I solve this Problem . Thanx in advance
  21. Hey Guys! I'm creating a mission and I want a task to be SUCCEEDED when a pop up target is shot. I've tried many things like trying to get the task to be succeeded when a gun is fired or when the target does down or comes up. Nothing has worked. I would appreciate any help! Thanks!
  22. Hello Community, I am currently experimenting with the ORBAT Module and I need some new isignias for my campaign. The problem is I don't know which flags were used in the original singleplayer campaign nor do I know where to find them. For example this NATO Flag used in the oringal campaing: (Image) https://ibb.co/eNkaYe Thx for your replies :D
  23. Hello i have a save problem in placement composition in eden editor. When select and save on composition one object i cannot use the save to placement in the map and is cannot save when i select exit the editor. as you can see Can you help me please?
  24. I want spawn T-140 with Grey camouflage. but I don't know how to describe init form to spawn vehicle with specific camouflage.
  25. Hi, so i recently un-pbo-ed the original 1985 (CWA) campaign and attempted to port it over to ArmA3 with CUP units. After replacing all units in the mission.sqm files with their respective CUP or BIS counterparts i loaded the mission files up in Eden and everything looks good in there. But now comes the weird part: In the second mission i have the squad commander (AI) sitting as passenger in a truck with the squad, a squad member (also AI) is at the wheel. The waypoint is set 800m away and when the mission start nothing happens. Everybody is just sitting there, the scripts are firing correctly and the scripted conversation is actually running as supposed to. To find the mistake i actually took out the entire squad from the truck and that made them move towards the waypoint on foot. Placing the squad back in the truck and moving the leader to the wheel also caused the truck drive there normally. Using the original driver will cause one unit to disembark while the truck continues towards the waypoint - this only works if i took out and placed back the entire squad in the truck again. The mission starts with enableRadio = false, which switches back true after the script has ran through. Now while this might easily be avoided by simply placing the squad leader at the wheel it annoys me because it changes the original state of the mission, and it leaves plenty room for error with other AI commandeered vehicles unless i find out the EXACT reason why the game malfunctions this way in this situation. So, any suggestions and ideas or even actual knowledge would be much appreciated.
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