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Found 222 results

  1. Hey, sorry, I'm pretty new to designing missions, so I'm not great at scripting. I'd like to make it so that, on a multiplayer server, with 5-20 players, it randomly picks one or two. The idea would be that it would flash a message on their screen, and theirs only, so that no one who is NOT picked would know about it. Does anyone know what code I should fuck with to do this? I already know how to make it output messages via Hints, I just need to know how to make it randomly pick that one or two players to do it to, without anyone else (including the host, if possible) knowing who was picked.
  2. Hi, I'm trying to find way how to assign teams/colors for squad in editor. I only found - [this assignTeam "COLOR"] ,but it doesn't work for multiplayer. Anyone knows some command?
  3. Place dogs, goats, hens and sheep anywhere in Eden. Rooftops, camps, compounds, outposts. etc. Although listed under Props, these are actually fully animated and follow their own behaviours. Find them under Props>Animals>Terrestrial. Server Key included. Steam Workshop. 🐕🐐🐑🐓
  4. I came across this post recently and while it has solved most of the visual issues I have with Sector control, I still have no idea how to change the last grey ellipse shapes to something else. I wanted to use flags for both the neutral and captured state. Earlier post:
  5. Hey Guys. I have a big Problem with Respawns. I want to make a Teamdeadmatch Scenario with 4 Respawn Positions for each Team in Buildings. The Problem is, everytime when i use Buildings without floor like Tent-Hangars, Medical-Tents or Shets, Player spawns on Roof of the Building instead on Groud IN the Building. What can i do? I hope for some help......thx Tattoo
  6. Is there a way to edit Bohemia Interactives default game modes? For example, I wanted to make a Multiplayer Advance and Secure scenario and the already implemented game mode "Warlords" covers a lot of the needed mechanics. The problem is there's a lot of extra mechanics and UI that I don't really need in the scenario and the modules don't give me enough control. I have tried using light mods like MCC but I wanna keep the mission as light as possible even if it means more work on my end. If any one can just give me A TLDR, point me in the right direction, or even tell me if whether or not what I want to do is possible that would save me a lot of time. Thanks.
  7. 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
  8. Hello friends! I have been looking for a long time and I cannot find any tutorial or content to see if it is possible to play a scenario in the eden editor, and then save the state of the scenario after you played it, before you go back to the editor, so that when you go back to the editor the scenario has updated to the state it was in when you played it (lets say I play the scenario and walk down the road, when I go back to the editor my character would be at the end of the road). Is this possible? if not, is there a MOD/script/method that can allow me to do this? Thank you!
  9. TypeSqf Editor 1.08 by Engima Overview The TypeSqf Editor is a script editor for Arma 3. The most important features are: Syntax Highlighting Syntax Checking Auto Completion Folding Object Oriented Scripting (SQX Syntax) CPack Service (like nuGets in Visual Studio) Description The TypeSqf editor is a developer's tool for scripting in Arma 3. Besides using it to write SQF code with syntax highlighting and auto completion, it analyzes your syntax in real time, alerting you if something is erroneous or suspicious. Object Oriented Scripting The editor comes with an optional extended functionality for SQF syntax, called SQX. In a convenient way, and with as many similarities to SQF as possible, SQX enables object oriented scripting (classes) and adds type handling. Classes may contain a constructor, fields, properties and methods. It works because the .sqx files are compiled into corresponding .sqf files before executed by Arma 3. The CPack Service The CPack Service is a service for sharing content with other script editors as well as to organize your own code. In short a CPack is a content bundle (a .zip file) that you upload and label with a name and a version number. Then they are very easy for anyone to download and include in any mission. Download Download at Official TypeSqf Site. Installation / Usage 1. Open the zip file and run the installer. 2. Run TypeSqf from the start menu. (See the video "Getting started with the TypeSqf editor" below.) Code Code is shared at Github: https://github.com/XEngima/Apps-TypeSqfEdit Media: Getting started with the TypeSqf editor. Creating and using an SQX Crowd class in Arma 3 using the TypeSqf Editor. More videos: TypeSqf Features Part 1 - Getting started with TypeSqf TypeSqf Features Part 2 - Main Features TypeSqf Features Part 3 - The Power Of CPacks TypeSqf Features Part 4 - The CPack Console There's more. You can find all videos here. Feedback and error reports I will gladly receive any feedback. Please tell me good things, bad things, errors, whishes etc. Please use this forum thread for comments, but email all error reports to typesqf@outlook.com. Thanks to Josef - The main man on auto completion for script commands and the search and replace dialog. Changelog Version 1.08 -Added bracked highlighting (thanks Josef!) -Added context menu for undo, redo, cut, copy, paste and replace (thanks GHSid!) -Support for multiline strings in SQF. -Fixed: The CPack Manager sometimes added non existing file nodes in the project tree view. -General fixes and improvements. -SQX: Support for multiline strings. Version 1.07 -It is now possible to rename files and folders in the project tree view. -Fixed: Addressed some stability issues (thanks Josef!). -Minor fixes and improvements. Version 1.06 -Added support for all script commands up until Arma 3 version 2.00 (ScriptCommands.xml). -Fixed: General stability issues in CPack manager. -Fixed: Settings file not updated with new project when a new project is opened. -SQX: Updated the SQF/SQX analyzer and compiler to version 1.06. -SQX: Fixed: Analyze of multiple class inheritence levels sometimes resulted in faulty error messages. Version 1.05 -Improved the syntax highlighting. -Fixed: Editor crasching when analyzing files that do not belong to current project. -Fixed: Intellisense sometimes contained multiple identical private variables. -SQX: Fixed: Analyzer does not forget about file content in files that are being removed. Version 1.04 -Added menu item "Rebuild project" to perform a full reset, reanalyze and build of the project. -Added support for all script commands up until Arma 3 version 1.98 (into ScriptCommands.xml). -Made the project root node expanded from start when opening a project. -General improvements. -SQF: Now possible to use "#" instead of "select" when selecting from a list (allowed in Arma 3 since version 1.82). -SQF: Now possible to have empty string literals in params. -SQX: Refactor of SQF/SQX analyzer and compiler (speeded up the build times a lot). -SQX: Now possible to declare typed variables on a single assignement line (private Scalar _number = 0). -SQX: Now possible to declare typed variables using new SQX keyword 'var' (var _number = 0). Version 1.03 -Added intellisense when using keyword "override" in a sub class. -Updated analyzer and SQX compiler to version 1.03. -SQX: Fixed: Strange behavior regarding negation symbol (e.g. "return -1;"). -SQX: Fixed: No warning when sub class tries to override a method that does not exist in base class. -Fixed: Help menu link to SQX forum not working. Version 1.02 -Added support for all script commands up until Arma 3 version 1.96 (into ScriptCommands.xml). -Added status bar that shows replaced occurrences on the replace dialog (thanks Josef!). Version 1.01 -Fixed: Crasch when performing search and replace in text selection (thanks Josef!) -Updated analyzer and SQX compiler to version 1.01. -SQX: Added checks for when a sub class is missing call to explicit base constructor. Version 1.0 -Updated analyzer and SQX compiler to version 1.0. -SQX: Fixed: Debug logging in implicit constructors missing. -SQX: Fixed: Error when defining an interface with the same name as a class. -SQX: Added error message explaining that type Number that has changed to Scalar. Version 0.70 -Added search and replace functionality. (Big thanks to Josef!) Version 0.69 -Added support for all script commands up until Arma 3 version 1.96 (into ScriptCommands.xml). -Updated dependency to .NET to 4.6.2. Requirements Microsoft Windows. Other releases The SQX Script Language (Object Oriented SQF Scripting) TvT/PvP Campaign Framework (TvTCF) Campaign - Operation Shoe Lace Engima's Traffic Engima's Civilians Engima's Simple Tasks
  10. Guten Tag, folgendes Problem. Ich hatte mir eine Mission abgespeichert und wollte diese heute wieder bearbeiten . Doch ich konnte Sie nicht einsehen im Spiel Arma 3 selbst sie wurde mich nicht angezeigt wenn ich auf "bearbeiten" gehe und dort "öffnen" drücke . war dort nichts zu sehen. Im Ordner selbst unter dem Pfad "Other Profiles" - mission" war zwar die Datei aber im Spiel konnte ich nichts auswählen. Bitte um Hilfe! Liebe Grüße
  11. Hello all, Apologies if this has been covered elsewhere or if this is the wrong thread! I’m building some scenarios, and want to move the respawn position as the mission develops. I’ve been using the below activated by a trigger and with an appropriate marker: "respawn_west" setmarkerpos (getmarkerpos "new_respawn"); And, this has worked excellently for all players in the scenario except me (the host)! I always spawn back at the initial spawn point. Is there a reason why this would not be working for the host but would work for the rest of the players? Thanks, D.
  12. Hello guys, inspired by the great MarkXIII and with a new audio engine around the corner here we go with ~ ArmA 3 Sound Modding 101 ~ What? A place to ask questions (no matter how stupid you think they are) related to the creation and implementation of audio into Arma 3. Be precise, if you have RPT problems, post the RPTs into code boxes so they don't take away half of the site space. Creation -> audio engeneering, sound waves. Implementation -> configs & tools, programming. Valid questions: I have a sound X, how do I put it into the game? how does the whole wav <-> wss/ogg system work? I want the pitch of my engine sound to change, how do I do that? my audio sounds like Y but I want it to sound like X, how do I do that? Not valid questions: when will bohemia release X? is mod X compatible with mod Y? sound-system related questions (my headphones don't work in 5.1 mode) Why? There is no central ArmA 3 sound modding thread. We are all spread around Skype, Discord and PMs, this should serve a central meeting point. Game audio is very closely connected to technical stuff so this should be good for people who can create audio but have problems with implementing it into the game. Good for newcomers: open PBOs and edit current sounds add their own sounds to the game create certain sounds for the game create their own workflow Who? Anyone who wants to help out should help. We already have experienced Arma-Audio advanced users here such as Audiocustoms, TheMaster303, Myself, Laxeman and LordJarhead (probably more that I forget, please PM me their names) all being active community members and having their own areas of expertiese who can surely help. Content I will start producing educational content. Also YOU guys are the content. Ask away. Text Bohemia Wiki - Sound Page, learn about audio configuration Custom script to make the AI fire in full auto, full weapon speed at player position View sound controllers (For the first time in ArmA!) Videos What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Advanced tool usage to speed up workflow Current to-do list for me: What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Basic sound replacement (will probably wait with this until the new engine is out). Advanced tool usage to speed up workflow. Understanding config files & tree structure More detailed explanation of parameters in configuration. Additional Some info about the current state of the "interior" controller used for weapon tails.
  13. Hello I'm making a fun mission for a couple of friends etc. I got a timing loop down but I need to make it so for a specific soldier (lets call him soldier one) will be able to see every other player on his map (regardless of team) and it has to be only for that player. (My intent is to put it into my active/inactive timing loop which will enable and disable at different time periods.
  14. Hi: I'm creating a WWII-themed mission based on the map @IwoJimaV2 and the mod IFA3, facing up the fow_uscm faction agains fow_ija. I had previously created 2 different missions of the spanish FFAA Mod vs the CUP Russians, using the guide of the wiki (https://community.bistudio.com/wiki/Arma_3_MP_Warlords) with no trouble at all, even with custom asset lists, but this time I'm getting several errors that are preventing me from leaving enabled AI slots and buying troops. This mission, however, has some oddities: ·I've chosen as REDFOR the fow_usmc faction (which is coded as independent (greens), but I don't think that's the problem, as I tested changing them for genuine redfor factions, and the fow_ija (BLUFOR)was already in that faction. ·I haven't left any neutral Warlord Sector. All of the island is controled by BLUFOR, except for REDFOR Base (a beachhead). ·There are double REDFOR (american) slots than BLUFOR (japanesse). Japan players are expected to reinforce/help the AI to create a more interesting game, not to push like in a regular Warlords game. ·There are a lot of BLUFOR ambush groups, and random minefields (the System) covering some routes. I don't think this configuration is causing any problems, but the point is I don't even know what else to do, so I'll copy the broken_script alerts I get while opening my game in multiplayer: (I got this logs from ~:\Users\~~\AppData\Local\Arma 3\Arma3_x64_2020-10-13_22-26-51.rpt) This"paragraph" creates a loop that repeats several times. If I let AI playable teammates enabled, I algo get this error: All of my sectors (the 2 bases and 4 sectors) are properly configured and synced ingame. But with AI enabled, they don't even show up. If I disable them, I can play (but the 1st error keeps me from buying troops) Finally, I'm showing you my CfgWLRequisitionPresets. It should allow me already to buy a few fow_ija infantrymen but not even the Infantry category shows up. I'n my file there's also the parameters codeblock, also copied from the wiki, and that (at least) works properly when testing from multiplayer. Well, I think I have more or less explained my problem, and contributed most of the relevant information (just ask me if I should provide more complete logs, the mission files or whatever xD) In case any of my enabled mods is messing up, I'm also sharing my modlist. Most are WWII Assets, along with their dependencies, the Iwo Jima Map, and 3 movement-enhancement mods. I will deeply appreciate any clues about what I could do. This battle wasn't (afaik) represented in any Arma Scenario and I'd like to bring to fruition this project. Regards. This is my modlist: Enhanced MovementSteam http://steamcommunity.com/sharedfiles/filedetails/?id=333310405 CUP Terrains - CoreSteam http://steamcommunity.com/sharedfiles/filedetails/?id=583496184 CBA_A3 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=450814997 Advanced Towing Steam http://steamcommunity.com/sharedfiles/filedetails/?id=639837898 Advanced Sling Loading Steam http://steamcommunity.com/sharedfiles/filedetails/?id=615007497 IFA3_AIO_LITE Steam http://steamcommunity.com/sharedfiles/filedetails/?id=660460283 IFA3 liberationSteam http://steamcommunity.com/sharedfiles/filedetails/?id=950999958 7Y Assets WW2Steamhttp://steamcommunity.com/sharedfiles/filedetails/?id=1202636528 IFA3 liberation compatibility 7Y WW2 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1215887665 Iron Front ArmA 3 : Faces of War Compatibility patch Steam http://steamcommunity.com/sharedfiles/filedetails/?id=828493030 Flying LegendsSteam http://steamcommunity.com/sharedfiles/filedetails/?id=2012417505 Faces of WarSteam http://steamcommunity.com/sharedfiles/filedetails/?id=891433622 Enhanced Movement Rework Steam http://steamcommunity.com/sharedfiles/filedetails/?id=2034363662 Cyprus Autorun By A. Cyprus Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1433000796 @IwoJimaV2 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=2017579768
  15. Hi. Anyone know how to make these animated/clickable markers on the map..? Like in arma 2 warfare for example where you select respawn location. I don't know where to start with it Never dealt with it before
  16. Help, in the editor when I want to start the game after loading, the window "parsing" POPs up, or if the English version is "debriefing" Here is a video demonstrating the error. YT video error P.S This problem manifests itself only when I put the infantry, for example, if I put armored vehicles ( in particular, it only works with the red side) and play for it, then everything is fine, but if there is at least one infantryman on the map, regardless of the side, then this problem appears. Before this was not, how it appeared I can not understand. Several times already reinstalled the game, all DLC. Perhaps this is all because of the A. C. E mod, because everything is fine without it. However, I have been searching the Internet for an answer to this problem for a long time.
  17. alkanet

    Eden 2.0

    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.
  18. I been trying to give the eden editor better tools so more people can create better content. I like to know what you think so far and what features you think can be useful. FlowGraph You create nodes which you connect together. A node is basically a function which can call on other functions when it´s done executing itself. This gives you a interface to "script" your own mission. Much easier than learning the script language and faster. When you save it will be stored in the mission file. A start event will always be called on mission start. In this example it has been connected to the position node. The position node has been connected to the log node. They will call on eachother in that order. Hover over a connect button to see which are connected to it. Click on it to edit a connection. You can move around by dragging, scroll to zoom in and out. Drag the top of a node to move it around. Inspector & Tools The inspector(see blue)has replaced the assets position and been moved to the left(see red) This will include tools that are relevant to and eden object, position, rotation e.t.c.. All selections can be collapsable Inspector Tools Some examples: Hide GUI, Rotate marked object by scrolling, show building position. Show objects layer name, measure distance from selected object to mouse position in world. The design will be changed. All selections can be collapsable. Click on "Enviroment" and "Time" and "togglegrass" will be hidden. And yes i lost my windows 10 activation when i bought a new computer and refuse to pay for new one. 🙂
  19. I need some help for respawn loadouts. I'll make a server for me n my crew play and enjoy it. I make the base, vehicel respanws, put the player slots set up the server. Everythign was fine but respawn it have a problem. I change the player special states "enable stamina off" ofcourse. Put the infantry respawn module set delay bla bla.. Whatever. when i test in game to respawn i killed myself with a granade and force respawn screen come on my screen. I'll hold the space bar and forced respawn has correct work. But when i dead and take respawn my character has reset, reset loadout, reset my edits, everything have reseted on player. I'll try that scripts on server file; initPlayerLocal.sqf pLoadout = getUnitLoadout player; onPlayerRespawn.sqf player setUnitLoadout pLoadout; This does not work and i search some different scripts and find this; PlayerKilled [player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory; PlayerRespawn [player, [missionNamespace, "inventory_var"]] call BIS_fnc_loadInventory; but this scripts not work maybe make mistakes but dont think so. How can i fix this issiue????
  20. Dynamic Animal/Game Spawn Script This script will continuously spawn animals that can be hunted (and butchered with the ravage mod and the mods "Survival systems" module active) in proximity of the player. Showcase Video: (This is just showing the basic functions with speed up despawn times and reduced spawn/despawn distances FYI) Functions of the script: - spawn loop for animals - random number and type of animals - can be butchered (using the ravage mod and a knife) - despawn once player moves away - customizable code How to create, use and Install the script: Step 1 - init.sqf 1. Open notepad. 2. Copy this code -------> [] execVM "animalspawner.sqf"; 3. Paste the code into your notepad doc. 4. Save the notepad document with this name -----> init.sqf 5. Move the init.sqf to your mission folder. =================================== Note - if you already have an init.sqf then just add the code from 2 to it. Step 2 - "animalspawner.sqf" 1. Open notepad. 2. Copy this code ------> from the spoiler below 3. Paste the code below into your notepad doc. 4. Save the notepad document with this name ------> animalspawner.sqf 5. Move the animalspawner.sqf to your mission folder. ========================================= animalspawner.sqf code: Script Dependencies: No dependencies. However, the Ravage mod and the mods "Survival systems" module is required to butcher the animals and process their meat. You can find all about the Ravage mod here: LINK Setting up the Script in the editor: 1. Find the Ravage section in your Editors "Systems" tab. 2. Place the module "Survival systems" Note: you need a "Gutting Knife" (from the Ravage mod) to butcher the animals 5. Place your player and start your mission. Using the script without Ravage mod: - the script runs without the Ravage mod active, no changes needed Credit: the basic template for the spawner came from a fellow ravager, however I can not trace back the specific post anymore. so shout out to all the friendly scripters from the ravage comunity for all their input;)!
  21. Lint Summary Extension for Visual Studio Code, that does some syntax error checking, variable existence checking and more. ( It's now completely separated from sqflint CLI tool, with many other features, so I decided to make separate thread for it. ) Homepage: http://sqflint.zipek.cz/ VSCode Market: https://marketplace.visualstudio.com/items?itemName=skacekachna.sqflint Github: https://github.com/SkaceKamen/vscode-sqflint NOTE: Works best with SQF Language extension Changelog You can find changelog at here. Features Syntax error checking Checks existence for variables (global and local) Go to definition and Find usages for variables Displays help (hover help and signature help) for BIS/CBA functions and commands Autocomplete for BIS/CBA functions, commands and unit/ui events Debugger (RPT file monitor) Screenshots
  22. ZEC A collection of over 100 compositions for use in Eden/Zeus of varying sizes/complexity. This addon uses vanilla objects and has NO dependancies - Removing the addon will not affect any strucutres already placed in the mission with the addon. Players will NOT require this addon to see the buildings etc... Inspired by austin_medic's pack (https://forums.bistudio.com/topic/170000-wip-custom-zeus-compositions/) which has been incredibly useful. If anyone has made some compositions/bases they think would fit in this pack I'm happy to include them and give you credit. Enjoy. SAMPLE IMAGES: http://imgur.com/a/BJPWk DOWNLOAD (v1.0.9): Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=642912021 Armaholic: http://www.armaholic.com/page.php?id=30590 Direct: https://drive.google.com/file/d/0B85IzH-_03ErNTRWenZWU0ljVlE/view?usp=sharing Do you use CUP Terrains? Take a look at ZECCUP! SOURCE: https://github.com/LISTINGS09/ZEC NOTES: Some compositions are very large with upwards of 300 objects, be aware of possible desync when spawning them in a Zeus Mission.
  23. Hi all, I just tried to copy-paste editor content from an editor window (Arma 3 in window mode) to another editor in another Arm 3 window. Doesn't seem to work anymore. I remember that it was possible to do it Arma 2 and it was a very comfortable method to migrate a mission to another map. The only workarround I would know, is to create a composition in the source mission and then place it in the target mission... but this is very uncomfortable. So, is anyone out there with a better idea to migrate a mission to another map/terrain? Thanks in advance for your answers, FirstPanic
  24. When I place a unit in the Eden Editor and then switch to zeus (by placing the game master thingy) the Units don't show up on my screen and I cant intercat with them. Does anyone have a fix?
  25. Hi, I'm using a trigger to spawn AI (CSAT) boats and make them move to a waypoint (to chase the blufor boats) and I am getting a "generic code error" when I try to do this. The code I have so far is as follows: group_2 = creategroup east; enemy2 = group_2 createVehicle ["O_Boat_Armed_01_hmg_F ",getmarkerpos "spawn2",[],0,"form"]; enemy2 domove (getmarkerpos "waypoint2") This code is situated in the activation section of the trigger. I have a dot marker set as spawn2 and a circle marker set as waypoint 2 (as I'm spawning a load of ground units at the same time who spawn at spawn1). Any help is greatly appreciated. Thanks
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