Thanks for making this tutorial series. It was very helpful to me. I couldn't find very many helpful tutorial videos for Eden since it's release, but yours was! I also hope you continue to make more.
+SiC If you're taking suggestions, I'd like to see more on scripting. I had a hard time finding more details when trying to make a mission. A lot of the stuff I found from Googling was wiki based (and therefore kind of static), or unanswered questions from years ago on forums; and a lot of ArmA 2 stuff that didn't work properly for me. Then again, a lot of the stuff I found useful in videos I didn't even know I wanted to know. ;) One thing I did find useful, which may interest you too, is how to get the sleep #; command working. When I put it in a trigger it didn't understand and returned an error, unless I put " 0= [] spawn { } ; " around it. Currently, however, I'm not sure WHY that works, only that it does. Here's an example: 0= [] spawn { someguy sideChat "mission details."; sleep 5; ["task1", "ASSIGNED"] call BIS_fnc_taskSetState; "task_1" setMarkerAlpha 1; sleep 3; someguy sideChat "good luck!"; }; My search to find that was inspired by your tutorial having that nice delay in between mission steps, in between character talking text, and to wrap everything up nicely in a couple of triggers. So far it's working alright for me.
Hey man. I'm definitely interested in doing some more videos, but unfortunately I also don't really know 'why' scripts work, usually just that they do. the sleep command is a nice way of separating events for sure. I find that with the editor in ArmA there is usually a variety of ways in which you can accomplish things. Using the sleep command instead of a bunch of sequential triggers is one way, and in the end may be better for more complex missions. I think that having a ton of triggers might impact performance a bit, but I'm not entirely sure since my missions don't tend to be script-heavy, so I don't have to 'skimp' on triggers and I have all those extra ones for a better overview :) But as I figure stuff out, I might do some videos on them. For example, I'm thinking about making a video on recording air unit flight paths and replaying them from a trigger, which I figured out recently. I'm only waiting with stuff now because I'm traveling, and at the moment I share a house with other people. It's almost never empty, and never stops being noisy, which doesn't help me right now.
I agree with you. Well whatever and whenever you may end up sharing, I look forward to watching and learning. Thanks again for your videos. Safe travels!
Operation Flash Point? Armstrong!?....... Dude are you trying to make me cry?.... haha ... Thank you so much for taking the time to share what you know dude.... (Steal the car) was one of my favorite missions in OFP when i was a kid... You put a warm smile to my face,,,, Cheers buddy... SUBSCRIBED!
Haha good old memories, right? :) I played that mission so many times when I was interested in a quick bit of fun! And the campaign, just brilliant stuff too :p Anyway, I'm glad you liked it!
Great tutorial series. I just started playing with the editor yesterday to create my own mission. I learned a lot about triggers especially. Subbed and liked. Thanks GA
Hey SiC,, I gotta random question for you... I have been building SP missions in the editor for my own pleasure... And what i want to know is how to add a voice activated radio message to the beginning of my mission.. i.e *Papa Bear to all units, you are clear to proceed, kill them all,, Out!* ...... I understand how to achieve this in text.. But what i want is a real voice to actually say it... Do you know of any mods that can give me that feature? .. Love your work dude, and i thank you from the bottom of my heart for taking the time to share your context.. Cheers - Rob
Hello mate. You don't need any mods, you can do it with the editor. I actually did a video on that, it's the second part of this series which you can find here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-1Q8SmyNvkrE.html
Hi SiC, I would to ask you something on Arma 3. On a scenario I would like to move a vehicle from a point A to a point B at a precise time ex. 5h30, let the vehicle on the point B until 7h00 and then come back to point A or eventualy a point C and make the process start again the day after and after. This to simulate a habits behavior. Can you help me on this point ? Thank ;)
Hi can you please make ( or post a link ) on how to make a multi player game, so i can make one for me and my muckers. I have looked all over and cannot find one thanks in advance. I go into multiplayer mode, but never opens the map if that makes sense.
MP missions require a bit of extra scripting which I'm not entirely sure how to do. I've made a few coop missions but mostly they are just SP missions with multiple player slots. It should work for basic setups I think but they can get complicated if you add in respawn and the like. I'm mostly a SP scenario maker, so I haven't really done any research towards MP specific stuff.
Thank you for the reply i am gutted, i have made a couple of SP missions and wanted to try and get my friends in on them so we could all have a good time. I will keep researching this, and hope to find a way for me to make one and have my muckers join me. Thanks again Danny
Sic i need help in something , i tried to google it but i couldn't come up with anything simple that my mind can understand here is my question i want a task to be created and assigned and shown to player only after other tasks are completed let's say i have 3 tasks after i successfully finish all of them a new task appear and says move to the extraction point , i'm sure it's easy but i'm so god damn stupid , Please help !
I can see how that is a bit confusing! What you need to do is link the task you want to stay hidden to a trigger, similar to how you link the task state module to a trigger to have it succeed/fail etc... That way it will not show up until that trigger has been activated. I hope that helps!
You're welcome! Sorry for the late reply. I tend to use another RU-vid account more than I use this one haha. If you're interested, I've created a Facebook page where I want to share news of missions I make, and interesting stuff I put in them, and how I did it. I might make more tutorial video's like this one, or just share pictures if it's simple enough to explain in that way. Just now I made a post about a nice way to heal the player in longer missions. Have a look if you want: facebook.com/SiCMissionsAndMods/
Hey SiC im really learning from your videos, I already learned a lot from it :) Thanks for that. Could you upload a tutorial video about collecting some intel ? I want to create a multiplayer mission where i need to collect intel to the location of an IED factory, but there isnt any helpful tutorial out there. Could you help me maybe ? Cheers!
Hello mate! You're welcome, I'm glad to hear they are helping out so many people! :) I've never done collectable intel myself but I can certainly look into it. In the mean time, I did do a video where you could pick up painkillers to heal yourself, and I imagine the code is fairly similar, so you might have a look at that as well and see if it helps you any.
Hello so I just bought arma 3 and I fell in love with it my question Is if I put a squad of rifle men into a truck I set it to transport unload how do I set a way point for the infantry after they get out of the truck
The squad of riflemen and the guy in the truck need to be in seperate squads for them to have independent waypoints. You can have your riflemen use GET OUT, and link that waypoint to the truck´s UNLOAD command, and then give both further waypoints as you see fit.
Hmm, maybe you could use invisible markers and then make a trigger to teleport the units to those different locations. For example: s1 setpos getmarkerpos "m1" && s2 setpos getmarkerpos "m2" OR s1 setpos getmarkerpos "c1" AND s2 setpos getmarkerpos "c2"; You can turn markers invisible through the init.sqf using "marker1 setMarkerAlpha 0;
Thanks for replying. I tried the teleport method, but the grouped units dont teleport along with player1. I used to use a empty marker, lable it spawn_1, id duplicate them and sync them all to the group leader. end result was every time the game was restarted the blufor group spawned to a random possition on the map. currently in eden it only works for the synced / set random start set units, meaning the team end up in random groups all around the map. Hope they fix it.
I tried before tro find a debriefing module , but I cant see one there, so it looks like you still have to do a few things in the description.ext. I still play ARMA 2, theres a lot of things I actually prefer in that game over ARMA 3. It feels more like a real world place, in ARMA 2 with todays weapons.
Well you only need to put in an ending description, everything else the game will basically do for you. Once you've got a working .ext file you can just keep copying and pasting it into new missions and change the few things you want. And I hear you. I don't mind the ArmA 3 maps and units because to be honest I was kind of getting tired of the whole AK and M16 stuff that I've been playing with since OFP, and the new weapons function exactly like the weapons we're used to. So simply for the sake of having something fresh to look at, I don't mind. I'm just happy there is no GR:Advanced Warfighter bullshit going on :p There's tons of mods to bring back all the content from ArmA 1 and 2, from all of it's maps to it's factions etc. so it's not like you can't find an M16 to play with at the end of the day.
Yep. Setting up a mission properly takes a bit of explanation. If you watch the entire thing, you'll see that there's pretty much no fluff in there. It's a long video to watch, but it goes through everything you need to know to set up a relatively simple mission like Steal the Car.