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Found 195 results
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Singleplayer - Changing Player's Characher by Script
Bravo 6-6 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I'm preparing a singleplayer mission and I need to change the player's character in mid-game. Basically, I have a playe character variable named "petros". By a trigger triggered, I need to change player's character variable named "delta_4". "petros" is civilian faction but "delta_4" is BLUFOR and in another place in the map, doing another thing. Is that possible, how do I do that? -
Hey, so I've got a question regarding the setting up of multiplayer spawns *on* static ships in ARMA 3. No matter what I do, I am unable to successfully spawn onto a static ship, such as in the hangar bay of a destroyer, or on the flight deck of a carrier. Is there some secret Bohemian sorcery that I simply don't know that makes it work, because there's absolutely zero material out there on this matter and it's beginning to get frustrating.
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Apply Special States to Objects Via Trigger
SchmittyWerbenJagermanJensen posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I am trying to apply special states to a vehicle with a trigger, due to the states being reset to their defaults upon the respawning of a vehicle. Specifically, the Forbid Disembarking state from 3den Enhanced: Forbid Disembarking Description: Crew stays in vehicle even though the vehicle is disabled. Property: ENH_allowCrewInImmobile DefaultValue: false Is there a way to apply this state to any vehicle that enters the affected area of a trigger? I would like it to apply to any vehicle that passes through the trigger regardless of having a variable name. -OR- I am also using a module from MGI Advanced Modules to allow for the vehicles to respawn with the crew members and keep their waypoints. The problem I face is seen when a member of the vehicle bails out and maintains his move, move, cycle waypoints. Then, the vehicle explodes later and respawns. Sometimes, the vehicle will respawn and will not move from its starting position since the waypoints are stuck to the crew member who left earlier. That being said, if there is a way to give orders to units that enter a trigger zone that would be a good workaround. Thanks. -
Hi, I want to know, what's the classname for each factions of the new DLC S.O.G Preairie for edits missions? In the game base I know the main factions BLU_F, OPF_F, CIV_F, but don't for this DLC somebody can help me with this?
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HOW TO FIX an issue were i cant see a building i saved in eden, in zeus
theyo banditcamp.com posted a topic in ARMA 3 - ZEUS EDITING
yes i used the Customs composition tab to save but i cant see it i have it saved in the other tab and all i see is the other stuff i made not the item im looking for -
Hi all, I trying to make a custom mission using CUP Terrains and RHS US and Russia weapons, and after making a custom loadout my AI won't respawn with their main weapon, just a pistol. They have everything else from their custom loadout and the method I've used has worked perfectly before so I'm unsure what the issue is. I've created the description.ext, onPlayerKilled.sqf and onPlayerRespawn.sqf and put in the necessary code which has worked before. Any help will be appreciated. Also the code for onPlayerKilled is p1 setVariable["Saved_Loadout_p1",getUnitLoadout p1]; p2 setVariable["Saved_Loadout_p2",getUnitLoadout p2]; p3 setVariable["Saved_Loadout_p3",getUnitLoadout p3]; p4 setVariable["Saved_Loadout_p4",getUnitLoadout p4]; p5 setVariable["Saved_Loadout_p5",getUnitLoadout p5]; p6 setVariable["Saved_Loadout_p6",getUnitLoadout p6]; p7 setVariable["Saved_Loadout_p7",getUnitLoadout p7]; p8 setVariable["Saved_Loadout_p8",getUnitLoadout p8]; And for onPlayerRespawn removeAllWeapons p1; removeAllWeapons p2; removeAllWeapons p3; removeAllWeapons p4; removeAllWeapons p5; removeAllWeapons p6; removeAllWeapons p7; removeAllWeapons p8; removeGoggles p1; removeGoggles p2; removeGoggles p3; removeGoggles p4; removeGoggles p5; removeGoggles p6; removeGoggles p7; removeGoggles p8; removeHeadgear p1; removeHeadgear p2; removeHeadgear p3; removeHeadgear p4; removeHeadgear p5; removeHeadgear p6; removeHeadgear p7; removeHeadgear p8; removeVest p1; removeVest p2; removeVest p3; removeVest p4; removeVest p5; removeVest p6; removeVest p7; removeVest p8; removeUniform p1; removeUniform p2; removeUniform p3; removeUniform p4; removeUniform p5; removeUniform p6; removeUniform p7; removeUniform p8; removeAllAssignedItems p1; removeAllAssignedItems p2; removeAllAssignedItems p3; removeAllAssignedItems p4; removeAllAssignedItems p5; removeAllAssignedItems p6; removeAllAssignedItems p7; removeAllAssignedItems p8; clearAllItemsFromBackpack p1; clearAllItemsFromBackpack p2; clearAllItemsFromBackpack p3; clearAllItemsFromBackpack p4; clearAllItemsFromBackpack p5; clearAllItemsFromBackpack p6; clearAllItemsFromBackpack p7; clearAllItemsFromBackpack p8; removeBackpack p1; removeBackpack p2; removeBackpack p3; removeBackpack p4; removeBackpack p5; removeBackpack p6; removeBackpack p7; removeBackpack p8; p1 setUnitLoadout(p1 getVariable["Saved_Loadout_p1",[]]); p2 setUnitLoadout(p2 getVariable["Saved_Loadout_p2",[]]); p3 setUnitLoadout(p3 getVariable["Saved_Loadout_p3",[]]); p4 setUnitLoadout(p4 getVariable["Saved_Loadout_p4",[]]); p5 setUnitLoadout(p5 getVariable["Saved_Loadout_p5",[]]); p6 setUnitLoadout(p6 getVariable["Saved_Loadout_p6",[]]); p7 setUnitLoadout(p7 getVariable["Saved_Loadout_p7",[]]); p8 setUnitLoadout(p8 getVariable["Saved_Loadout_p8",[]]);
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Hey guys, i am making a scenario where Player1 has to clear area then hold an FOB. Once that is completed i would like to be able to automatically switch to another character that will now be Player1. IE. USA squad clear area around FOB, once cleared Player1 goes to black screen and Player1 is now in the back of a Humvee in a British squad is this possible with a script for the trigger?
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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 😕
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Specific AI Classname Placements + Patrol
saddle posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello guys, thanks for taking the time. I am working hard on an experience for some people that I am going to entertain as Zeus and mission maker, but gotten to a point where I have not manage to find any module, mod or other script that meet my specific needs. My friends during their adventure through a map, will come and go to different locations, and return to the same ones again potentially. Each time they do, I want to be able to spawn in AI units, under specific classnames, in very specific location like a marker or trigger. Maybe one AI of one type of classname stands at a gatehouse, and another AI of another type of classname is standing outside in the rain. But each time they go there, they will spawn in into the same spot or markers. And if they leave, they will despawn again, in order to save on performance for the server. I have seen many population scripts out there, but they generally populate areas and houses, they do not place them into very specific manual locations, or i can choose which classname will be placed down to the detail. I am also looking for the option that if I spawn a third guy by the guard house, he starts to patrol in a small radius when he has appeared. I can easily create this by placing down NPCs, but it is going to tax the performance if I have so many different locations populated all at once. It would be better if they despawn on leaving, and respawn on approach. It would also be useful if there are specific enemy classnames in an area they can attack, they will respawn later in case they want to go back and do the same attack over again. Anyone has any ideas or suggestions? Much appreciated!- 6 replies
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Covert VIP ambush - SetCaptive issue
darkdespair55 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello All, So I am trying to make a CIA style mission based around one of the redone buildings on Cam Lao Nam (Multiplayer, self or server hosted). The players will start off as unarmed Blufor operatives in civis and take a ride on Air America. I know I need to use the setCaptive command but I am having issues with the event handler to remove this status. I am using eden editor and not putting extra script files in, just doing it all via the character init boxes. I found some of the below code on an older post but cant get it to work right. In this case SL1 is the squad leader and I'm trying this all just on one before copying it over. The goal is that when the player equips a weapon from the virtual arsenal box I have hidden in a van near the objective they lose the setCaptive state. Any help debugging whats below would be appreciated. *INIT BOX (Of the player)* removeAllWeapons SL1; //remove the weapons and items from default characters inventory removeAllItems SL1; removeAllAssignedItems SL1; SL1 setCaptive true; //set initial captive state this addEventHandler ["Take", { _unit = _this select 0; //at one point it would error out if I had this set at 0 but it seems to be accepting it now. *EDIT/Updated* _item = _this select 2; if ((_item isKindOf ["Rifle", configFile >> "CfgWeapons"]) || (_item isKindOf ["Pistol", configFile >> "CfgWeapons"]) || (_item isKindOf ["Launcher", configFile >> "CfgWeapons"])) then { _unit setCaptive false; //this is what was in the example [_unit, false] remoteExec["setCaptive"]; //tried adding server remote call and it didnt change anything. hint "You picked up a weapon enemies will now be hostile!"; }; }]; myfancygroup = group this; //This is for a helicopter to know the whole spawned group is onboard before taking off- 5 replies
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- eden
- setcaptive
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edeneditor Hiding/Showing Items
Mister_Shiloh posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Good morning! I was just wondering if there's a script to hide objects and make them reappear, using another object as an interactable? In this image, I'd like the green console on the right to have an interactable menu that will be able to "deactivate-" aka hide- the red bridge. How would I go about doing this? Any and all help will be appreciated, Thanks! -
Issues Calling a SQF from a RemoteExcec
Captinlarry posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Im having issues calling a Sqf through a simple radio trigger using a RemoteExcec call{playsound "JediDown";}; remoteExec ["Scripts\Start.sqf", 2]; The Trigger in Question Bane of my existence Path Scripts\Start List of SQFs Also having some issues with Addactions that activate SQFs. call{this addaction [ "Disable Security Lockdown", { "StarLock.sqf" remoteExec ["execVM", 2];}];} I was Using this ^^ but my Mod guys tell me that will call on every machine, kill frames and crash the server. Any and all help would be apperciated- 4 replies
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- sqf
- remoteexcec
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Hey Ho, I am creating a pvp mission where you can capture different bases. In those Bases are some AAF Statics which will join either BLUFOR or OPFOR once you activated a trigger. Let´s say BLUEFOR captured the Base and all AAF-statics joined BLUEFOR, when CSAT now attackes the Base and destroies those statics they will respawn as INDEPENDENT again, but I want them to spawn as BLUEFOR since the Base is captured by BLUEFOR. Sorry for this complicated and very confusing explanation ^^ To break it down to one Question: Is there a command to enter in the respawn module to let the vehicle respawn with the same side (BLUEFOR, OPFOR, INDEPENDED) which it had at the moment of destruction? :)
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Hi, in the first weeks I could move or remove assets from the eden map directly, and over a week I created my own custom towns and villages. Since the last updated, all my work from last week is lost and the changes are undone. I guess you are not allowed to edit the default layer of Eden any more. But how can I now make changes to already existing maps? For example, remove buildings and replace them with other assets?
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So i am really missing an ingame mission editor, like eden was. The workbench, by all means, is way too complex just for mission creating. "Game Master" would be a start, but it's not possible to have multiple save games. If it WOULD have multiple save games, you could at least use it like a sort of editor, which would be a start or a quick fix. Without a mission editor, it's not arma for me and probably for a lot of other people. this was the pinnacle of sandbox and the reason why i spent so much hours in arma 1, arma 2 and arma 3. Please bohemia, add a a mission editor or make it at least possible to have multiple saves in the "Game Master" mode.
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scripts Adding an Image to a CutText
Captinlarry posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
[] spawn { 101 cutText ["Image: ", image "image\SWLogo.paa"]; 101 cutFadeOut 7.0; sleep 8; 101 cutText ["<t size='3.0' color='#008AB8' font='EtelkaMonospacePro'>Believe in yourself or no one else will.</t>", "BLACK", 3.0,true,true]; 101 cutFadeOut 7.0; sleep 8; }; trying to add an Image to my cuttext per This Link -
How to get BIS_fnc_ambientAnim to work in multiplayer?
Mxela posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, i am struggling with animations in multiplayer, I am aware of methods using switchMove alternatively but as far as I know they do not have the animations i want. I am trying to make a unit sit in a chair, the issue i have is in SP everything works, in MP everything works but when I play MP with another person connected to the server the unit will spawn in the ground, or spawn in a completely different location, I tried to delay the animation, making it so the animation is called in the init.sqf at a later point, which worked initially but after testing again today was no longer working, and the units were back in the ground. I tried many different methods of calling the animation such as: if (isServer) then { [[UNIT_NAME, "SIT1", "ASIS"], BIS_fnc_ambientAnim] remoteExec ["call"]; }; if (local this) then {[UNIT_NAME, "SIT1", "ASIS"] call BIS_fnc_ambientAnim}; [UNIT_NAME,"SIT2"] call BIS_fnc_ambientAnim; The most annoying thing is debugging, it's super inconsistent, sometimes it just magically works sometimes it doesn't, and i can't test unless i have another person join the server, as it all works normally if i play the mission in MP alone. I would really appreciate any help, I'm quite lost and don't know what to try, I just want a consistent way to get animations to work, not change the units position and preferably keeping it vanilla not using any mods.-
- scripting
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sqf Activating a trigger through an SQF
Captinlarry posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://gyazo.com/641c0226cab80eac03d04a2c5fed444b Above is an SS of my notepad. Trying to activate a trigger through my SQF with triggerActivated TurboBomb; Below are the settings of that trigger. https://gyazo.com/ce586674451bc34a810bb59350bb9817 I tried triggering the E2 setDamage [1, true]; from the sqf itself but that didnt seem to work. -
Getting variable from Eden editor for script use
Dnote Gaming posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 -
Hello good people ! i don't know if this is the right place to post this, but I'm having trouble getting mission rotation to work. my Class mission is setup like this class Missions { class Mission01 { template="Conquest-Ported.zargabad"; difficulty="regular"; class Params {}; }; class Mission02 { template="ConquestTestEngland.swu_public_Imber_uk"; difficulty="regular"; class Params {}; }; class Mission03 { template="ShapurConquest.Shapur_BAF"; difficulty="regular"; class Params {}; }; }; im using persistent = 1; and -autoinit. when the mission is over, it dont really end but put people back to the slot screen, but it never changes or reloads the pbo. im out of ideas :) looking forward to hear from you or getting put in the right direction!
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How to make multiple M4 Scorchers fire at once?
PPCheese posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, basically the question is in the title. How can i group multiple Artilliry units so they fire all at once, once i called Fire Support? (my config so far: Player <-> Artilliry Request node <-> Artilliry node <-> M4 Scorcher in group with three other Artilliry units - in this constellation, unfortunately, they all fire individually one after the other ) thanks in advance! -
Hey, I'm new to coding and mission editing in Arma, so please go easy on me. I'm attempting to create a template of sorts to build future missions out of, I want to have a clean, easy & modular spawn system that can be easily tweaked for different scenarios, I also want to do this without mods. I am aware of 2 main ways of handling spawning AI, "createUnit" and "BIS_fnc_spawnGroup" I'm not exactly sure what is best for my specific use case, and I'm not entirely sure how to use either of them properly. Essentially what i want to do is have a trigger spawn multiple units of my choice on a marker and then have the units move towards another marker, I also want to be able to modify the behavior of these units (ex. start on limited speed.) I have tried a few different methods to achieve this, these are the issues I'm having with each: With "createUnit" the only way i have found to spawn multiple units is to repeat the code over and over, I'm sure there's a better way to do this and if so I'd love to know. Also with my current setup i have to repeat the domove code for each individual unit, I would also like to know if there is a better way to do this. Here is the code located in the triggers "On activation" field: With "BIS_fnc_spawnGroup" I'm not entirely sure how to order the units spawned within to move towards a marker, I would like to know how to do this, and I also read somewhere that the group will not be automatically deleted when all units are dead so I added a line at the end, I have no idea if it works though. Here's the code for that from the triggers activation field: I read that createUnit is better for performance when paired with the sleep command, however i have no idea how that works, and I also have my doubts, at-least with my current code repeating the same lines over and over for each unit seems very inefficient, the BIS command seems much cleaner however i don't know how to issue a move order with it which is my main problem. Additionally i would like to setup a headless client but that's a whole different topic and I don't want to draw this out any further, though if you feel like you have some useful advice on that please do share. Thanks and any advice & methods is appreciated. ❤️
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- bis_fnc_spawngroup
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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.
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animationloop how can ı loop animation with eden editor
Phantommm posted a topic in ARMA 3 - EDEN EDITOR
arkadaşlar, edenle öğretimle bir animasyonu nasıl modele sokabilirim pls da bir şey sadece eden merhaba ya da kapsamlı var. Hi guys how can ı loop an animation with eden editor ı cant using sqf.Thanks for your help -
I'm making a mission where there are 6 missions to do but I only want players to do 3 missions maximum The way I intend to do it is like so: - Every mission has an object "attached" to them - Once the players complete a mission, the attached object gets moved in the trigger - The trigger counts how many objects there are in itself and if the amount is equal to 3.. It gets activated How do I count how many objects are in the trigger and (optionally) how do I detect that a mission has been completed and activates a separate trigger? Thanks a lot ❤️ Edit 1: I found and edited a code, it works but only with units instead of objects but it's better than nothing: (count (thislist select {alive _x })) isequalto 3
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- trigger
- mission editing
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