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Found 78 results

  1. So I put this code in the initialization field of a trigger: private _posATL = player modelToWorld [0,10,0]; private _ps1 = "#particlesource" createVehicleLocal _posATL; _ps1 setParticleParams [ "\A3\Data_F\ParticleEffects\Pstone\Pstone", "", "SpaceObject", 1, 10, [0, 0, 30], [0, 0, -2], 1, 10, 1, 0.2, [2, 2], [[1, 1, 1 ,1]], [0, 1], 1, 0, "", "", _ps1]; _ps1 setParticleRandom [0, [10, 10, 0], [0.25, 0.25, 0], 0, 1.5, [0, 0, 0, 0], 0, 0]; _ps1 setDropInterval 0.04; And the particle effect works. I got this code from the BI website at this link https://community.bistudio.com/wiki/Particles_Tutorial that talks about particles: More specifically, it's rock shower code. But here's the problem: I can't delete the effect, either the rock shower or any other effect. When the trigger activates, the effect starts, but I don't know how to stop it. I already tried deleting the trigger, and using the example that says on the site mentioned above deleteVehicle _ps1; But nothing.. Any ideas? Thanks in advance!
  2. za0

    DLC's Lightning

    Well... when Im testing my missions in multiplayer mode, some times some things strange happens: A lightning strikes the ground with a bang and several dlcs icons scatter around it. I've also seen an event where a cloud of flyers falls from the sky. What is this???? I didn't do anything for this to happen! :l This is very annoying because in addition to the lag that this causes, immersion is also greatly impaired. Note: I have the dlcs.
  3. 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
  4. Hi guys, im trying to make a spawner for accessories (in this case its ACE_Wheel) with an action. So i made this : this addAction ["Take A Wheel",{"ACE_Wheel" createVehicule getMarkerPos "Marker10"}]; This dont work because it needs ";" and it give me headhache .... Can someone have a solution ? And the way "HideObjectGlobal" isnt a solution for me because i would like to made a spawner for wheels and tank tracks for players on my MP mission (ACE MOD) If possible even to put the object on my hand directly 🙂
  5. I spent the last two weeks making a Mission, ive probably spent well over a hundred Hours making it. Today i was about 99% done. When i wanted to test my recent changes (I Built a Trench and wanted to see if the player can go through it without issues) i pressed "Play in Multiplayer" like you would normally, however instead of the over 100 playable Units that i placed down, only the one that i specifically placed down to test showed up in the Role assignment. I went back into the editor and discovered that Literally EVERYTHING except that last playable Unit that i placed down was gone. If you press "Play" the Mission will autosave and therfore overwrite itself. Is there a way to recover the older Version of the "mission.sqm" ? Im willing to try just about anything at this point as recreating a mission with over 100 Playable Units that all have indevidual Loadouts, all the custom Vehicles and especially all the scripted Triggers will be a Pain to recreate and honestly my motivation to do so is also gone after this ordeal. (sorry for any spelling mistakes, english is not my native languidge.) Please Help 😕
  6. za0

    Timer on Items

    You know that round timer that appears when you revive an ally, repair a vehicle or defuse a bomb? How do I add it to any item I want, and trigger a trigger when the timer circle completes? And if possible, how can I change the time to my liking, like 30 seconds or 60 seconds?
  7. Hello, I am trying to start my mission with an init.sqf that is a black screen with text that then fades out. This works fine if I put my player on the ground and click play but when started in a helicopter seat, the init.sqf doesn't work. How would I use this and start in the helicopter seat? Thanks in advance, I'm somewhat new to all this so I'm assuming it's something small I'm just overlooking. my init.sqf - titleCut ["", "BLACK FADED", 999]; [] Spawn { titleText ["This line here should take you about five seconds to read.","PLAIN DOWN"]; titleFadeOut 7; sleep 5; titleText ["This line should take five seconds as well, if you read slowly.","PLAIN"]; titleFadeOut 7; sleep 5; titleText ["This line however is important. It should take you ten seconds to read it. That's how much time you have to read this line completely.","PLAIN DOWN"]; titleFadeOut 12; sleep 10; titleText ["You don't have as much time with this line, but it is still quite lengthy and ever so informative.","PLAIN"]; titleFadeOut 9; sleep 7; titleText ["But this line.\n\nThis line will make you pause. This line will give you time to...\n\nthink.","PLAIN"]; titleFadeOut 12; sleep 10; // Info text [str ("Not so far away..."), str("Not so long ago..."), str(date select 1) + "." + str(date select 2) + "." + str(date select 0)] spawn BIS_fnc_infoText; sleep 3; "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [6]; "dynamicBlur" ppEffectCommit 0; "dynamicBlur" ppEffectAdjust [0.0]; "dynamicBlur" ppEffectCommit 5; titleCut ["", "BLACK IN", 5]; };
  8. Hello, I recently made my own Warlords scenario in Eden editor and everything worked fine, until I ran on a serious problem. After playing the scenario on a server I made and making some progress on the map, I saved the game and quit. The next day I loaded the saved game, still on the server I made, and then a problem occurred. I couldn't open the Warlords buying menu and the voting system stopped working. It seems like after I load the saved game, the Warlords Init just stops working / deactivates. I tried to change the soldier I was playing with but it didn't fix anything. Can anyone tell me how to fix that please? PS. I think it might be fixed by writing a code that tells the init to activate after the game is loaded, but I don't know how to do that (I cannot write scripts) and I'm not sure if it will work anyway.
  9. I'm using Ace mod and there is that plasma sack with the id as follow: ACE_plasmaIV_250 Well, I'm trying to remove it from my inventory when I reach the trigger area with the command : this removeItem ACE_plasmaIV_250; ...but nothing happens I've also tried use: this removeItemFromBackpack ACE_plasmaIV_250; with the item in my backpack but still nothing happens... :l Any idea? tks in advance!
  10. Is there a way to move an object with trigger? For example, I want an object to change its coordinates when a trigger is activated. And in this trigger will be the coordinates where this object will be moved.
  11. So I’m new to coding in general and thought I’d try out scripting in arma 3, I have written code but it does not do as intended. And I don’t even know if I’m using the right commands, I’m done trying to rack my brain scouring BI script command list and random YouTube videos if anyone know how to achieve this please post it here or reference me to where I can get help. so here’s what I want to do: 1. Give variable name in Eden editor. 2. Get variable name given in Eden editor for reference in script as a “class”. 3. Use variable name “class” to run a specific script. plot example: Object (unit) variable name given in editor = Assault //in script code to get the variable name of “This” unit. code to check if the variable name is equal to a specific class name. code that executes another code if the check returns true. if you have any insight on how to achieve this or even close to it please reply
  12. How to use commands on group of units/objects? For example, I created group of units Alpha 1-5 and set his name "kafegr". Now I can add attribute for all units of this group, for example, hideObject this; But how to use commands on this group outside attributes of this group? I tried to type in trigger following command: hideObject kafegr; but it don't work, so please help me, what I need to type in trigger to hide all units of this group when some player activates this trigger? And second question: how to add boolean? I tried to type: boolean boolk=false; in initialization block, but it don't work. Sorry for my bad english.
  13. za0

    Variable

    I have 10 units. Their variable names are: s1, s2, s3, s4, s5, s6, s7, s8, s9, s10. I want to make all of them be in just one name. How do I set this variable?
  14. Well, how can I make a trigger be activated when a whole group is dead? I found this in another topic with the same question but it didn't work for me : {alive _x} count units (groupname) == 0 tks in advance!
  15. well, i'm trying to create a ww2 scenery with parachute jump. And for that I'm using the IFA3_LIB mod. The C-47s from there have the normal sitting position and also the standing up position which is when you are about to jump. I wanted to make the player not have to worry about clicking anything when jumping, so I got this script so that the jump could be done alone: Now an important detail, this script works perfectly when the plane's crew is seated (in game they appear as: crew) But before the jump takes place/the above script runs, I put in another script that makes the entire crew that was seated to stand up, and therefore be in the standing up position. In this case, when the plane reaches the trigger with the jump script, everyone standing inside the plane is still inside the plane... :l I believe maybe that's why: since when they are standing they are apparently no longer considered "crew". But I don't know, I don't know much about scripts, I was wondering if there is another variety to use in forEach other than "crew" that works for this case... An example of all units jumping out of the plane except the pilot would work but I don't know how to do it. Challenge launched! xD Thanks in advance guys!
  16. I have just created a pretty large airbase, I started placing grass cutters and it's lowering frames by 5-10, can I remove these and still keep the grass removed? Thanks.
  17. Well... I'm creating a mission using ACRE2 but I didn't let the characters have any radio at the beginning. So I edited their equipment and none of them have any radio. But when I test, everybody has an AN/PRC-343 in inventory. They automatically start with it. Is there a way to disable this automatic appearance of radio in the inventory? Tks in advance guys!
  18. Hi. I wanted to add by script through a trigger with area the parade uniform of dlc art of war whose id is U_O_ParadeUniform_01_CSAT_F I wrote the following in the trigger activation field: (unitname) addUniform "U_O_ParadeUniform_01_CSAT_F"; But when I go to the trigger area, nothing happens. I managed to add the cap by writing in the trigger's add field: (unitname) addheadgear "H_ParadeDressCap_01_CSAT_F"; I don't have the dlc art of war. If that's the problem, then why am I able to add the cap but not the uniform? tks in advance!
  19. Ok guys, my problem now is as follows: I want to set the number of rounds from an artillery support provider (virtual) to just one. And I also want to know if there's a way to enable only the mk6 mortar to be used, because there's other options there, and I just want the mk6, and that players only use it too... Someone can help me? Tks in advance!
  20. Hello everyone. I'm creating a mission on eden editor and when I put the support requester and the provider to be able to boom boom boom the enemies, when I test an error message appears... https://photos.google.com/album/AF1QipNj5RLe8PA5816sVP5DhiNch5T8zEC-9shFZTAS despite this, the support works normally. But my will to be perfectionist do not allows me to move on. So I created a new scenario from zero and did the same settings and nothing showed up. I tried find the file mentioned but i couldn't... 😕
  21. Hi guys, my question is in the title. How can I make an AI salute the player just when the player salute first? and I also wanted that the AI stop saluting when the player stop too... Thanks in advance!
  22. Hey everyone 😀 Iv been stuck with this issue for AGES now and cant work out what to do, can someone please help me?! Basically im making a mission where the AI shouts when firing their weapon (like a warcry) I have implemented the sounds fine and I can get them to shout when firing which is great but they shout EVERYTIME they fire so the sounds are kind of overlapping and constantly been played. I dont want my AI to do their warcry everytime they fire their weapon maybe like 50% of the time or something. Is there a way i can set it to play every other time they fire their weapon (maybe every 3rd time? or at random?) so there is no overlapping and it sounds more like realistic shouting? This is the event handler im using: this addEventHandler ["Fired", { params ["_IS1"]; _IS1 say3D "akbar1"; }]; Im sure there is a very easy fix for this that someone will know of but i cant find an answer anywhere - if someone can help me id really appreciate it! 👍
  23. 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. Please post feedback, suggestions or bug reports either on the Steam Workshop page or GitHub. 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 License This work is licensed under a Arma Public License Share Alike
  24. Introducing the mod you never knew you needed. Cards! by Endarz This is a 2.5" by 3.5" card object with a homebrewed Ace of Spades texture by default. A collection of textures is NOT provided. A .PSD file with a UV map is provided in the mod's folder. The result of me being fed up over Bohemia Interactive not allowing players to change the textures of the ID Card (CSAT) and Bank Card tools added sometime after Old Man, Cards! is my ArmA III equivalent of the tarot card collectibles in Red Dead Online. I have been messing around with Eden Editor, being a Zeus, and making scenarios for my friends for a while now, and I really enjoy putting a lot of detail into what I do. Previously I was using photos and books (items that had hiddenSelections enabled) as collectibles, but they were too much. Too bulky. Unbelievable even. Fast forward to now, and here I am with this mod. It's my first time making a mod for a video game, and I couldn't be happier with the result. If you do use it, please lemme know your thoughts and criticisms, even ideas. Credits for those who helped me are at the bottom of the Workshop page. Without them, I truly wouldn't have been able to decode the Pandora's Box called ArmA III configs. https://steamcommunity.com/sharedfiles/filedetails/?id=2374150189 Made the model and texture myself. ArmA III logo was borrowed from BI's Press Kit. Modeled in Blender, texture was made in Adobe Photoshop 2020.
  25. 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.
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