Gotta watch that too :> I have small problem with the editing, if you could throw me a bone would be nice. I have tank mission with multiple enemy tank's as targets, i've done the triggers like following > (!Alive tank1) AND (!Alive tank2 ) etc etc, the problem i have is that most of the times the tanks only get disabled, and then i need to waste ammo to actually blow them up for the trigger to activate. Is there a command like Disabled or something like that, cause i didint find anything like that after searching for hours :( help would be appreciated.
THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! Someone that shows and explains in plain English and does not leave information out! May I give you a virtual hug sir? Thank you! Jay
You are the best!!! Thank you so very much!! I tried going off the steps from other youtubers videos and it didn't work. Now its working and I'm beyond happy!
New series to the channel, focusing on mission editing tutorials for Arma 3! I was a little sick recording this video, hence the slightly croaky weak voice.
love this. I want to know how to do the following in Eden. When Flying planes, get a CAS call to come in and kill enemies over running a base, pickup and/or drop off teamates at locations. thanks for posting this stuff. Keep it coming.
Thanks mate :) I have a video I was supposed to release a while ago focusing on Air support/Transport. Didn't finish editing it, but I guess I could finish it up and upload sometime soon.
That is nice to hear. :) The community is full of people who want to build some missions. But it has been kinda complex ... 3den makes it way more easy, that is why i am trying to get back into this aswell. :) And that is also why people who are capable of teaching something are really needed. No pressure, but many people will be very thankful for every tutorial. good luck for the future. I guess i'll be around. :D
I'm working on a few tutorials right now, in-between making a few missions for my community. So expect more soon ;) Most of future stuff will be basics, Transport, HVT, Spawns, hostages. Once I get most of the basic stuff done, I'll focus on scripted events, .sqf files and a bit more advanced stuff. Should be interesting :P
Excellent tutorial! I am just wondering, if I want to do the same, but with several enemies, do I have to input every single enemy name into the trigger condition? For example if I want to make a mission like: "clear all enemies from this area".
Thanks man! Negative, you don't have to, there's two simplistic ways with out having to write a bunch of names out. 1- Create a trigger, set its area axis so it covers the area you want cleared 2- Set the trigger activation to 'opfor'(or what ever faction you're clearing from the area) 3- Set the trigger activation type to 'not present' 4- Sync the trigger to your set task state that is set to completed. The above is the most basic and quick way to do it. As soon as no Opfor(or whatever faction you set it to) is no longer in the trigger area or is dead, it fires the trigger setting off the set task state module. I'd recommend extending the triggers area axis to cover not only the area you want cleared, but maybe 50 - 100 meters around its perimeter since the AI does like to run. Another way which does pretty much the same thing is, except this way counts when all faction set is dead, it fires the trigger. 1- Create a trigger, set its area axis so it covers the area you want cleared. 2 - In the trigger condition field type: {alive _x; side _x == east} count allunits == 0; 3 - Sync the trigger to your set task state that is set to completed. Reference for East, West etc code. east = Opfor west = Blufor independent = Independent resistance = Independent civilian = Civilian
You're my hero! Now I just need to test it out, thank you so much! Update: tested the first method and it works like a charm :D I've spent over 6 hours just making a proper heli insertion and first mission objective...I can tell getting the hang of this editor is going to take some time.
Now worries mate, glad its working out :) Yeh, mission editing is quite time consuming, especially once you start getting into .sqf scripting. Your brain will feel like melting at times.
It will be in a future tutorial. I wrote a reply to someone asking about multiple tasks. Edit, Found it. Is this what you're meaning? do the same layout, Create a new create task module, new set task state module and a new trigger. Sync the trigger from the previous task to the new create task module, for the new objective. Make sure the new create task module is synced to the Squad lead/player as well.
Do the same layout as in the video, then create a new create task module, new set task state module and a new trigger. Sync the trigger from the previous task to the new create task module, for the new objective. Make sure the new create task module is synced to the Squad lead/player as well.
gr8 vid and intro (loved the Unit) Are you still active as far as the tutorials go? Reading the comments im not alone as far as learning from and appreciating the effort you put into it. Ty regardless.
Thanks a lot mate, appreciated. I had a bit of a break, a few tutorial videos had files corrupted and were lost. So I got a little angry and stopped making them. BUT I started again, uploaded a new one 2 weeks ago, have two more being planned and worked on :)
What if I needed an objective completed that would take you killing all enemies to complete it how would I go on doing that. Or delivering something to a certain waypoint to complete and objective.
Great tutorial video. By any chance are you going to make more of these? If so would you be able to make a step up of mission like having two separate tasks and player would choose which to go to. If one of those tasks are finished other task be disabled?
+SlayerDesigns Thanks mate!. Yeh, more will be coming. I was planning on doing some more over the weekend but had some game events on Squad I had to attend which took my time. Yeh, What you're asking is very possible and easily done. I could make a video on it, It's fairly simple to do with triggers.
Yes Great video! very helpful for Beginner. I like too see tutorial on creating tasking and objectives for Co-op mission. Is there one for a complete mission finally objective and optional objectives?
+Simplisticnoob Thanks man. Example; Lets say Bob and Jeff have to die so the objective/mission is complete, I'd type !alive Bob && !alive Jeff; If you want the same objective to have multiple things destroyed/killed for it to complete, all you need is to put two &s and repeat the !alive process and at the end of the code put a semi colon. If I had 4 people needed to be killed it would look like this !alive Bob && !alive Jeff && !alive Dan & !alive Gary; Just remember to give the guys who are dying variable names.
Awesome video and thanks for taking the time to make it. I placed three CSAT launcher crates for my destroy/demo objective. Is there a way to weaken the launcher crates so you don't need an entire backpack full of explosives?
I set the health/armor to 1% and used a C4 block on it. After the explosion it took a few minutes of burning before it finally disappeared. I'm using ACE 3 so is that an ACE 3 thing keeping it from being destroyed immediately?
still confused. Im trying to make it so the task is to kill all enemies in area. Then after killing all areas in area, i want that task to be finished, and another one to become next objective. Trying to set up a domination type game where i have to conquer each city.
I'm sure you found out by now (1 year old post lol), but you essentially have to create a task/trigger chain. So, set up the kill enemy task as shown in this video first. After that, create your second task in the same way but add a set task state module (assigned) and sync that to the same trigger that completes the first task. When you play it, the "task completed" message will pop up after killing the enemies and then the "task assigned" will pop up for the next one.
this might be a bit late, but how do you do when you want to have a mission to take out 4 squads in an area, do i have to name them all induividually or can i just write out the squad virable name instead of bob, for example "squad1, squad2, squad3, squad4" ?
You can give each squad member a name, and do it that way, or, you can take the more simple rout. (Option 01) 1- Create the trigger, set its area axis so it covers the area you want cleared 2- Set the trigger activation to 'opfor'(or what ever faction you're clearing from the area) 3- Set the trigger activation type to 'not present' 4- Sync the trigger to your set task state that is set to completed. The above is the most basic and quick way to do it. As soon as no Opfor(or whatever faction you set it to) is no longer in the trigger area or is dead, it fires the trigger setting off the set task state module (Option 02) 1- Create the trigger, set its area axis so it covers the area you want cleared. 2 - In the trigger condition field type: {alive _x; side _x == east} count allunits == 0; 3 - Sync the trigger to your set task state that is set to completed. Option 02, does the same way as option 01, but only counts the dead. I'll leave faction code names below, so you can match enemy faction to code, if you wish to do option 02. Reference for East, West etc code. east = Opfor west = Blufor independent = Independent resistance = Independent civilian = Civilian
Thanks, I’m a good editor but can use tips since I’m making a mission with AI US paratrooper’s, demo teams that’ll eliminate SAM and Radar Sites, JTAC Guys that’ll call in air support using Drongo’s AI Fire Support when the Demo teams finish their objectives, and Paratroopers to do ape shit.
In this video, JSRS3 Eden. Jarhead the modder, recently updated it for Apex, So its JSRS4 Apex now. Sounds are even better now! ➤ forums.bistudio.com/topic/187343-jsrs4-apex/
+Heroesandvillains OS No problem mate. Yes it should work 100% on a dedicated server, similar things are used dynamically for wasteland random side missions etc Only time issues arise on dedicated servers is mods and scripting that can cause issues with multiplayer use.
Oh that's good to know. Some guys over on BIS forums have told me methods like this are generally meant for SP and may not get detected by the server without adding additional lines to the mission files. Also, it may also have issues with JIP players. I'll give it a try and see how it goes. The video was great. Keep up the good work.
+Heroesandvillains OS The modules used are global and should work with JIP players.They still can fail because of bad scripting or other issues.If issues arise instead of syncing create task to all players, put in a Assigned module. If modules fail you can set tasks via triggers without module use and force it that way and is guaranteed to work for everyone(including JIP), It just requires more work haha. example Trigger 1 (Trigger that assigns task) Trigger Condition: True Trigger On Act: Bob1task setTaskState "Created"; Bobtask setTaskState "Assigned"; Trigger 2(Trigger that when Target dies, sets task to succeeded) Trigger Condition: !alive Bob1; Trigger Act: Bob1task setTaskState "Succeeded"; No worries mate. Decided to come back to ArmA after a long break since the Eden update intrigued me, might as well put past knowledge to use and help with this new editor :D
Can you do a video on how to get the ai to destroy a cache? In other words, If I wanted to do a "Defend the cache mission" for a single player mission.
i want to make a missin that only makes the police (blufor) kill the assasin (civ) if he do something bad like killing people or pulling out a gun infront of them? Any tips?
What if I want to add another objective after the first one, say my first objective is eliminate a squad of enemy troops and the second task is to eliminate another group of them. How do I do that?
hello, i manage to get mission success, when i kill one solder, "soldier abc". new scenario: how do i do it with a whole unit? if i name the enemy squad "abc", and type !alive abc; it doesn't work? i mean lets say i was going to eliminate 20 enemy's. do i have to type abc1 && abc2 && abc3 and so on? it would be easier to group them in to a big "abc group".
Thanks! More is on the way, recorded the intro for the next tutorial today :) Just a matter of getting the tutorial part done in the coming days. Gaming time is short for me at the moment, with Escape from Tarkov closed alpha and SQUAD v7 release. Shouldn't be too long.
How would I make a task and have it completed once a certain criteria is met? For example, I want to create a checkpoint full of guys, how would I go about making it so the task to kill everyone in the checkpoint is completed once they're all killed? Do I have to name every single guy in the checkpoint and have them all linked to a variable to where once they're all killed the task becomes completed, like in the video? Or is there an easier way to do it.
You could give each one a variable name if you have the time and patience :P There's a few ways, The most simple being 1- Create a trigger, set its area axis so it covers the checkpoint. 2- Set the trigger activation to 'opfor'(or what ever faction you're clearing from the checkpoint) 3- Set the trigger activation type to 'not present' 4- Sync the trigger to your set task state that is set to completed. The above is the most basic and quick way to do it. As soon as no Opfor(or whatever faction you set it to) is no longer in the trigger area or is dead, it fires the trigger setting off the set task state module. I'd recommend extending the triggers area axis to cover not only the checkpoint but maybe 50 - 100 meters around its perimeter since the AI does like to run. Another way which does pretty much the same thing is, except this way counts when all faction set is dead, it fires the trigger. 1- Create a trigger, set its area axis so it covers the checkpoint. 2 - In the trigger condition field type: {alive _x; side _x == east} count allunits == 0; 3 - Sync the trigger to your set task state that is set to completed. Reference for East, West etc code. east = Opfor west = Blufor independent = Independent resistance = Independent civilian = Civilian
DeadEyeKiwi Thanks! I used to know all of this stuff back when the 2D editor was a thing, now all the new 3D editor stuff is kind of jarring at the start and some stuff isn't named the same as it was back when the 2D editor was in place. The trigger actually confused me a lot, it used to be where if you wanted opfor to be eliminated from an area that you set as a task you just set it so that the trigger specifies "opfor - not present" in the drop down fields. Now it I believe says (not 100% sure of the name) "Siezed by X faction" (X being whichever side). With the next following drop down saying "detected by X faction" and the regular standard stuff too. There is also a field that says "Guarded by X faction" as well, which I thought initially was the Opfor setting that had to be cleared in order for them to not be present and eventually complete the task. I can't even find the field where it specifies if Independent is friendly to Opfor/Blufor anymore lol, or the other way around.
Yeh, a lot of things have changed with the Eden editor. Took me a while to filter all the new things and placements through my brain haha. The Independent friendly options are in a drop down menu, top left corner, under attributes > general :)
I need help as fast as possible: i made it so a guy falls down and when he dies it says succeeded BUT i want it so it says created but when i change it to created it doesnt show up on the screen, Please help!
It changed with the Eden patch, used to be very simple to do using a trigger and grouping to a building. Now it requires a bit more work. I'll be making a video on it shortly. A bit difficult to explain without visually showing it.
That's weird, it shouldn't do that. It sounds trigger related, only thing I can think of that would do something like this is a trigger has its "type" set to #End. So what ever is activating that trigger as soon as the scenario starts, sets the trigger to End aka mission complete.
You can give each squad member a name, and do it that way, or, you can take the more simple rout. (Option 01) 1- Create the trigger, set its area axis so it covers the area you want cleared 2- Set the trigger activation to 'opfor'(or what ever faction you're clearing from the area) 3- Set the trigger activation type to 'not present' 4- Sync the trigger to your set task state that is set to completed. The above is the most basic and quick way to do it. As soon as no Opfor(or whatever faction you set it to) is no longer in the trigger area or is dead, it fires the trigger setting off the set task state module (Option 02) 1- Create the trigger, set its area axis so it covers the area you want cleared. 2 - In the trigger condition field type: {alive _x; side _x == east} count allunits == 0; 3 - Sync the trigger to your set task state that is set to completed. Option 02, does the same way as option 01, but only counts the dead. I'll leave faction code names below, so you can match enemy faction to code, if you wish to do option 02. Reference for East, West etc code. east = Opfor west = Blufor independent = Independent resistance = Independent civilian = Civilian
i want to make a arma3 server where you have to kill all enemies in a radom town but i dont know how i can set the trigger to kill all how do i make that )?
(Option 01) 1- Create the trigger, set its area axis so it covers the area you want cleared 2- Set the trigger activation to 'opfor'(or what ever faction you're clearing from the area) 3- Set the trigger activation type to 'not present' 4- Sync the trigger to your set task state that is set to completed. The above is the most basic and quick way to do it. As soon as no Opfor(or whatever faction you set it to) is no longer in the trigger area or is dead, it fires the trigger setting off the set task state module (Option 02) 1- Create the trigger, set its area axis so it covers the area you want cleared. 2 - In the trigger condition field type: {alive _x; side _x == east} count allunits == 0; 3 - Sync the trigger to your set task state that is set to completed. Option 02, does the same way as option 01, but only counts the dead. I'll leave faction code names below, so you can match enemy faction to code, if you wish to do option 02. Reference for East, West etc code. east = Opfor west = Blufor independent = Independent resistance = Independent civilian = Civilian
Did some tests. However I can't figure out how to create a task that works when multiple groups are involved. And I also would like to make the units invisible until a players is within a certain radius. can you help out?
Sync the trigger from the previous task to the new create task module, for the new objective. Make sure the new create task module is synced to the Squad lead/player as well.
In this video - ACE3 - Blastcore Phoenix 2 - JSRS Dragonfyre (Is now JSRS4 Apex) - African conflict by Massi - USMC & MARSOC by Massi - NATO and Russian weapons by Massi Outside this video, I have over 120 mods I use for certain gear, weapons, factions etc
Hello, it's okay, I'm in Brazil and here nobody explains the commands for missions, I could describe a rescue mission, search for helicopter, and things more of a war, for example commands!
Pretty easy - Name each vehicle in the convoy, example: Lets say there's three vehicles. I give each one a variable name, V1, the next V2, and the final V3. - Create a set task state and set it to cancelled. - Create a trigger and in the condition field, type: !alive V1 or !alive V2 or !alive V3; - Sync the set task state that is set to cancelled to the trigger. - Sync the set task state that is set to cancelled to the create task that has the objective. This will basically set the task/objective to cancelled when one of those three vehicles blow up.
Did everything 100%, same everything except the target's name was Dick. Honestly did not work at all. Is this outdated? I followed it to the letter twice.
+personmuc You've missed something out for it not to work. Check your task state module and see if its state is set to succeeded and not created. Check your spelling of Bob on the trigger and of the enemy, should be a capital B not lower case. Check if the modules are synchronized correctly. Hopefully its one of the above so you can carry on making your mission :)
+DeadEyeKiwi thank you for the reply, i really checked everything it's the same, but it's still doesn't work.. just i remember that i type this command in debug console "showHUD false" does that the problem? if it's the problem how i can remove the command? because everytime i try to remove it or replace "false" to true, he turn false again, it can't be deleted or changed.
+personmuc showHud false, shouldn't effect things placed in the editor as it only removes HUD elements. Have you tried on a fresh mission file and redone the mission editing process? Also, make sure create task is synchronized with your Squad/Team leader so that everyone has the task/objective.
megaangryjoe Thanks. I played around with triggers and it was easier than I thought. Another example of try before you ask for help. Thanks all the same.
That's letting you know, something is wrong in the code. Can you highlight what you wrote in your condition field, copy it, then paste it here in a reply? What I wrote in the video description and done in the video, should always work.
As in, new task after another is completed? If so, do the same layout, Create a new create task module, new set task state module and a new trigger. Sync the trigger from the previous task to the new create task module, for the new objective. Make sure the new create task module is synced to the Squad lead/player as well.
Only thing outdated is UI changes within module/task menu's. Apart from that, it's the same process/steps and works still.(Tested it just a minute ago)
Part 2 is done, focuses on using map objects - such as buildings, to be used in your objective
ruclips.net/video/Wrgtu4o0NBw/видео.html
Gotta watch that too :> I have small problem with the editing, if you could throw me a bone would be nice. I have tank mission with multiple enemy tank's as targets, i've done the triggers like following > (!Alive tank1) AND (!Alive tank2 ) etc etc, the problem i have is that most of the times the tanks only get disabled, and then i need to waste ammo to actually blow them up for the trigger to activate.
Is there a command like Disabled or something like that, cause i didint find anything like that after searching for hours :( help would be appreciated.
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Someone that shows and explains in plain English and does not leave information out! May I give you a virtual hug sir? Thank you!
Jay
Been through quite a few tutorial videos, as I'm starting my first mission edit. This video has helped me by far the most! Thanks, subbed!
Glad the video helped!
Thanks man. Spent an hour reading forums but couldn't understand anything. Watched your 10 min video and I was able to get a working mission.
Glad the video is still helping out people :D
Perused RUclips for awhile looking for an easy to follow guide on tasks. So glad I found this one! Great work! :)
Honestly, from an Aussie, thank you so much. This helped me so much you don't understand!
Glad it helped out!
You are the best!!! Thank you so very much!! I tried going off the steps from other youtubers videos and it didn't work. Now its working and I'm beyond happy!
Very helpful. Nice running ditty at the beginning too.
+AlphaJulietBravo Gaming Glad it was helpful! Yeh, Its a USMC Cadence, one of my favorites. Discovered it years ago from the show "The Unit".
New series to the channel, focusing on mission editing tutorials for Arma 3! I was a little sick recording this video, hence the slightly croaky weak voice.
A 2 minute intro isn't at all insane
thanks a lot mate! This is exactly what i was looking for, to insert it in my mission.
Glad you found what you were after!
these videos make perfect sense to me man
Fast, clean and simple. Thank you!
Sorry for the late reply, glad it helped!
The start music made me rewatch the unit series.
Love these tutorial videos, since Eden Editor is the goto now. Very informative!
Glad I was to be of service
so how do i get a trigger to end the mission when those tasks are done?
Thanks! Really helps me. Subscribed.
Glad it was useful! Thanks for the sub :)
Really great and informative and your instructions and everything are cristal clear well done keep up the good work
Sorry for the late reply mate. Glad this video is helping out people, didn't expect this much feed back :D Thanks!
love this. I want to know how to do the following in Eden. When Flying planes, get a CAS call to come in and kill enemies over running a base, pickup and/or drop off teamates at locations. thanks for posting this stuff. Keep it coming.
Thanks mate :)
I have a video I was supposed to release a while ago focusing on Air support/Transport. Didn't finish editing it, but I guess I could finish it up and upload sometime soon.
Good stuff, you've helped me to flesh out my missions and saved me a lot of time =D
Glad it helped out mate
Thumbs up for reminder. (used to do this stuff in OFP - way to long ago. :D)
Subscribed for best type of background music. (and more tutorials.)
Original OFP is one of my favorite tactical shooters :D
I haven't done tutorials for a while, but I been working towards getting back into them ;)
That is nice to hear. :)
The community is full of people who want to build some missions. But it has been kinda complex ... 3den makes it way more easy, that is why i am trying to get back into this aswell. :) And that is also why people who are capable of teaching something are really needed.
No pressure, but many people will be very thankful for every tutorial.
good luck for the future. I guess i'll be around. :D
I'm working on a few tutorials right now, in-between making a few missions for my community. So expect more soon ;)
Most of future stuff will be basics, Transport, HVT, Spawns, hostages. Once I get most of the basic stuff done, I'll focus on scripted events, .sqf files and a bit more advanced stuff. Should be interesting :P
Although some elements of the UI have changed, this is still useful. Thanks!
Glad its still of help!
Thanks, have been trying to get my head around the new editor, I am so used to the old 2D editor!
Allgood mate, Yeh, it takes a while getting used to. A few things have been moved around, after a few hours missions created, you get used to it :D
Excellent tutorial! I am just wondering, if I want to do the same, but with several enemies, do I have to input every single enemy name into the trigger condition? For example if I want to make a mission like: "clear all enemies from this area".
Thanks man!
Negative, you don't have to, there's two simplistic ways with out having to write a bunch of names out.
1- Create a trigger, set its area axis so it covers the area you want cleared
2- Set the trigger activation to 'opfor'(or what ever faction you're clearing from the area)
3- Set the trigger activation type to 'not present'
4- Sync the trigger to your set task state that is set to completed.
The above is the most basic and quick way to do it. As soon as no Opfor(or whatever faction you set it to) is no longer in the trigger area or is dead, it fires the trigger setting off the set task state module. I'd recommend extending the triggers area axis to cover not only the area you want cleared, but maybe 50 - 100 meters around its perimeter since the AI does like to run.
Another way which does pretty much the same thing is, except this way counts when all faction set is dead, it fires the trigger.
1- Create a trigger, set its area axis so it covers the area you want cleared.
2 - In the trigger condition field type: {alive _x; side _x == east} count allunits == 0;
3 - Sync the trigger to your set task state that is set to completed.
Reference for East, West etc code.
east = Opfor
west = Blufor
independent = Independent
resistance = Independent
civilian = Civilian
You're my hero! Now I just need to test it out, thank you so much!
Update: tested the first method and it works like a charm :D I've spent over 6 hours just making a proper heli insertion and first mission objective...I can tell getting the hang of this editor is going to take some time.
Now worries mate, glad its working out :)
Yeh, mission editing is quite time consuming, especially once you start getting into .sqf scripting. Your brain will feel like melting at times.
excellent video ty. got a new subscriber today
Sorry for late reply, thanks for the sub!
was the 1:50 intro really necessary?
worked for me ! cheers
Glad it worked!
Very good my friend very good indeed
Thanks bud
thanks alot love how you explained it since im a arma noob idc let me be great
very helpful keep going
Glad it was useful, thanks for the feedback !
Back at it again with the Fired up song. What a joker heh heh heh
+Itchy & Friends Damn strait, My theme song bruh
Love that music Bro. Can you do more with the setting up of task mainly multiple task But really enjoyed that mission Keep up the good work
It will be in a future tutorial. I wrote a reply to someone asking about multiple tasks.
Edit, Found it. Is this what you're meaning?
do the same layout, Create a new create task module, new set task state module and a new trigger. Sync the trigger from the previous task to the new create task module, for the new objective. Make sure the new create task module is synced to the Squad lead/player as well.
Oh..Forgot. You did a great job explaining that?
Uhh..ok?
Great video!
I do have one question however, how do I make a new objective/task pop up after the first task is complete?
Do the same layout as in the video, then create a new create task module, new set task state module and a new trigger. Sync the trigger from the previous task to the new create task module, for the new objective. Make sure the new create task module is synced to the Squad lead/player as well.
gr8 vid and intro (loved the Unit) Are you still active as far as the tutorials go? Reading the comments im not alone as far as learning from and appreciating the effort you put into it. Ty regardless.
Thanks a lot mate, appreciated. I had a bit of a break, a few tutorial videos had files corrupted and were lost. So I got a little angry and stopped making them. BUT I started again, uploaded a new one 2 weeks ago, have two more being planned and worked on :)
Good to hear,looking forward to them. Thanks again.
God bless you !
:)
What if I needed an objective completed that would take you killing all enemies to complete it how would I go on doing that. Or delivering something to a certain waypoint to complete and objective.
Great tutorial video. By any chance are you going to make more of these? If so would you be able to make a step up of mission like having two separate tasks and player would choose which to go to. If one of those tasks are finished other task be disabled?
+SlayerDesigns Thanks mate!. Yeh, more will be coming. I was planning on doing some more over the weekend but had some game events on Squad I had to attend which took my time.
Yeh, What you're asking is very possible and easily done. I could make a video on it, It's fairly simple to do with triggers.
What song are you playing in the background it’s sounds familiar and thank this really helped
Tnx for THE help
No worries :)
Yes Great video! very helpful for Beginner. I like too see tutorial on creating tasking and objectives for Co-op mission. Is there one for a complete mission finally objective and optional objectives?
Thanks mate! A basic mission tutorial is on the to do list, which will cover primary and secondary(optional) objectives :)
ah cool, I have still yet to get mine up as Co-op with others but hoping too soon.
thx man this really helped, however if i want multiple enemy units to be killed what would i put in the trigger
+Simplisticnoob Thanks man.
Example; Lets say Bob and Jeff have to die so the objective/mission is complete, I'd type
!alive Bob && !alive Jeff;
If you want the same objective to have multiple things destroyed/killed for it to complete, all you need is to put two &s and repeat the !alive process and at the end of the code put a semi colon. If I had 4 people needed to be killed it would look like this
!alive Bob && !alive Jeff && !alive Dan & !alive Gary;
Just remember to give the guys who are dying variable names.
Awesome video and thanks for taking the time to make it. I placed three CSAT launcher crates for my destroy/demo objective. Is there a way to weaken the launcher crates so you don't need an entire backpack full of explosives?
Sorry for late reply. Double left click the crate so it opens up editing tab for that crate. Lower the health/armor slider to your liking.
I set the health/armor to 1% and used a C4 block on it. After the explosion it took a few minutes of burning before it finally disappeared. I'm using ACE 3 so is that an ACE 3 thing keeping it from being destroyed immediately?
still confused. Im trying to make it so the task is to kill all enemies in area. Then after killing all areas in area, i want that task to be finished, and another one to become next objective. Trying to set up a domination type game where i have to conquer each city.
I'm sure you found out by now (1 year old post lol), but you essentially have to create a task/trigger chain. So, set up the kill enemy task as shown in this video first. After that, create your second task in the same way but add a set task state module (assigned) and sync that to the same trigger that completes the first task.
When you play it, the "task completed" message will pop up after killing the enemies and then the "task assigned" will pop up for the next one.
Thanks You.
ty so much!!!!!
You're welcome :)
this might be a bit late, but how do you do when you want to have a mission to take out 4 squads in an area, do i have to name them all induividually or can i just write out the squad virable name instead of bob, for example "squad1, squad2, squad3, squad4" ?
You can give each squad member a name, and do it that way, or, you can take the more simple rout.
(Option 01)
1- Create the trigger, set its area axis so it covers the area you want cleared
2- Set the trigger activation to 'opfor'(or what ever faction you're clearing from the area)
3- Set the trigger activation type to 'not present'
4- Sync the trigger to your set task state that is set to completed.
The above is the most basic and quick way to do it. As soon as no Opfor(or whatever faction you set it to) is no longer in the trigger area or is dead, it fires the trigger setting off the set task state module
(Option 02)
1- Create the trigger, set its area axis so it covers the area you want cleared.
2 - In the trigger condition field type: {alive _x; side _x == east} count allunits == 0;
3 - Sync the trigger to your set task state that is set to completed.
Option 02, does the same way as option 01, but only counts the dead. I'll leave faction code names below, so you can match enemy faction to code, if you wish to do option 02.
Reference for East, West etc code.
east = Opfor
west = Blufor
independent = Independent
resistance = Independent
civilian = Civilian
Awsome, thanks alot, the is so much stuff to learn as a beginner :)
Thanks, I’m a good editor but can use tips since I’m making a mission with AI US paratrooper’s, demo teams that’ll eliminate SAM and Radar Sites, JTAC Guys that’ll call in air support using Drongo’s AI Fire Support when the Demo teams finish their objectives, and Paratroopers to do ape shit.
what sound mods are you using for the guns? they sound great
In this video, JSRS3 Eden. Jarhead the modder, recently updated it for Apex, So its JSRS4 Apex now. Sounds are even better now!
➤ forums.bistudio.com/topic/187343-jsrs4-apex/
Thanks for the video. Will this work on a mission I'm making that runs on a dedicated server?
+Heroesandvillains OS No problem mate. Yes it should work 100% on a dedicated server, similar things are used dynamically for wasteland random side missions etc Only time issues arise on dedicated servers is mods and scripting that can cause issues with multiplayer use.
Oh that's good to know. Some guys over on BIS forums have told me methods like this are generally meant for SP and may not get detected by the server without adding additional lines to the mission files. Also, it may also have issues with JIP players. I'll give it a try and see how it goes. The video was great. Keep up the good work.
+Heroesandvillains OS The modules used are global and should work with JIP players.They still can fail because of bad scripting or other issues.If issues arise instead of syncing create task to all players, put in a Assigned module. If modules fail you can set tasks via triggers without module use and force it that way and is guaranteed to work for everyone(including JIP), It just requires more work haha.
example
Trigger 1 (Trigger that assigns task)
Trigger Condition: True
Trigger On Act: Bob1task setTaskState "Created"; Bobtask setTaskState "Assigned";
Trigger 2(Trigger that when Target dies, sets task to succeeded)
Trigger Condition: !alive Bob1;
Trigger Act: Bob1task setTaskState "Succeeded";
No worries mate. Decided to come back to ArmA after a long break since the Eden update intrigued me, might as well put past knowledge to use and help with this new editor :D
Question so I have 4 transmitters that I want people to set charges on, but they are part of the map how would I get that to work?
Can you do a video on how to get the ai to destroy a cache? In other words, If I wanted to do a "Defend the cache mission" for a single player mission.
i want to make a missin that only makes the police (blufor) kill the assasin (civ) if he do something bad like killing people or pulling out a gun infront of them? Any tips?
What if I want to add another objective after the first one, say my first objective is eliminate a squad of enemy troops and the second task is to eliminate another group of them. How do I do that?
hello, i manage to get mission success, when i kill one solder, "soldier abc".
new scenario: how do i do it with a whole unit? if i name the enemy squad "abc", and type !alive abc; it doesn't work?
i mean lets say i was going to eliminate 20 enemy's. do i have to type abc1 && abc2 && abc3 and so on? it would be easier to group them in to a big "abc group".
You can set the trigger to do an area axis.
Very nice video but we need more !!!
Thanks! More is on the way, recorded the intro for the next tutorial today :) Just a matter of getting the tutorial part done in the coming days. Gaming time is short for me at the moment, with Escape from Tarkov closed alpha and SQUAD v7 release. Shouldn't be too long.
I try to release my first mission on Workshop but i dont now how to make a stealth mission
Great vid as stated above. You do need to make more. Too hard trying to understand other guys doing the same kind of tutorials.
How would I make a task and have it completed once a certain criteria is met? For example, I want to create a checkpoint full of guys, how would I go about making it so the task to kill everyone in the checkpoint is completed once they're all killed? Do I have to name every single guy in the checkpoint and have them all linked to a variable to where once they're all killed the task becomes completed, like in the video? Or is there an easier way to do it.
You could give each one a variable name if you have the time and patience :P
There's a few ways, The most simple being
1- Create a trigger, set its area axis so it covers the checkpoint.
2- Set the trigger activation to 'opfor'(or what ever faction you're clearing from the checkpoint)
3- Set the trigger activation type to 'not present'
4- Sync the trigger to your set task state that is set to completed.
The above is the most basic and quick way to do it. As soon as no Opfor(or whatever faction you set it to) is no longer in the trigger area or is dead, it fires the trigger setting off the set task state module. I'd recommend extending the triggers area axis to cover not only the checkpoint but maybe 50 - 100 meters around its perimeter since the AI does like to run.
Another way which does pretty much the same thing is, except this way counts when all faction set is dead, it fires the trigger.
1- Create a trigger, set its area axis so it covers the checkpoint.
2 - In the trigger condition field type: {alive _x; side _x == east} count allunits == 0;
3 - Sync the trigger to your set task state that is set to completed.
Reference for East, West etc code.
east = Opfor
west = Blufor
independent = Independent
resistance = Independent
civilian = Civilian
DeadEyeKiwi Thanks! I used to know all of this stuff back when the 2D editor was a thing, now all the new 3D editor stuff is kind of jarring at the start and some stuff isn't named the same as it was back when the 2D editor was in place.
The trigger actually confused me a lot, it used to be where if you wanted opfor to be eliminated from an area that you set as a task you just set it so that the trigger specifies "opfor - not present" in the drop down fields. Now it I believe says (not 100% sure of the name) "Siezed by X faction" (X being whichever side). With the next following drop down saying "detected by X faction" and the regular standard stuff too. There is also a field that says "Guarded by X faction" as well, which I thought initially was the Opfor setting that had to be cleared in order for them to not be present and eventually complete the task.
I can't even find the field where it specifies if Independent is friendly to Opfor/Blufor anymore lol, or the other way around.
Yeh, a lot of things have changed with the Eden editor. Took me a while to filter all the new things and placements through my brain haha.
The Independent friendly options are in a drop down menu, top left corner, under attributes > general :)
I need help as fast as possible: i made it so a guy falls down and when he dies it says succeeded BUT i want it so it says created but when i change it to created it doesnt show up on the screen, Please help!
do you remember what map you made this on? its really nice
Should be Porto, apart of CUP terrain maps
steamcommunity.com/sharedfiles/filedetails/?id=583544987
@@DeadEyeKiwi ah alright, thank you!
How do you get that sound when the bullets crack, sounds different from the normal audio
I use JarHeads sound mod, JSRS.
- ruclips.net/user/TheLordJarheadvideos
- www.armaholic.com/page.php?id=27827
great video, just because u got A7x in the background \m/
Nothing like a bit of metal to keep things awesome :D
how do you create these missions so you can have a friend to play with you? i want to create a misison so me and my friend can play it
just save them as MP missions and make all players "playabel" then you got a coop mission
what to write if it is a building you want to destroy, like a gas station, do you write the ID number or something else ?
It changed with the Eden patch, used to be very simple to do using a trigger and grouping to a building. Now it requires a bit more work. I'll be making a video on it shortly. A bit difficult to explain without visually showing it.
Hey bro! Can you make tutorials with ALiVE mod ? Nice video btw! tyvm...
Thanks!. ALiVE is something I've wanted to cover for a while, So it could be something I can make a few videos on soon.
I'll appreciate bro! Make it and more tutorials for arma 3 eden editor, there are just a few channels on youtube for it... (sorry for the bad english)
Your English is fine :) More is on the way !
what about multiplayer allowing for anyone to make the kill
Did everything in this video but when I press play scenario I automatically get a mission completed screen
That's weird, it shouldn't do that. It sounds trigger related, only thing I can think of that would do something like this is a trigger has its "type" set to #End. So what ever is activating that trigger as soon as the scenario starts, sets the trigger to End aka mission complete.
Bob's your uncle. :)
What to do if I want to kill a whole squad? do I need to type each characters name?
You can give each squad member a name, and do it that way, or, you can take the more simple rout.
(Option 01)
1- Create the trigger, set its area axis so it covers the area you want cleared
2- Set the trigger activation to 'opfor'(or what ever faction you're clearing from the area)
3- Set the trigger activation type to 'not present'
4- Sync the trigger to your set task state that is set to completed.
The above is the most basic and quick way to do it. As soon as no Opfor(or whatever faction you set it to) is no longer in the trigger area or is dead, it fires the trigger setting off the set task state module
(Option 02)
1- Create the trigger, set its area axis so it covers the area you want cleared.
2 - In the trigger condition field type: {alive _x; side _x == east} count allunits == 0;
3 - Sync the trigger to your set task state that is set to completed.
Option 02, does the same way as option 01, but only counts the dead. I'll leave faction code names below, so you can match enemy faction to code, if you wish to do option 02.
Reference for East, West etc code.
east = Opfor
west = Blufor
independent = Independent
resistance = Independent
civilian = Civilian
DeadEyeKiwi Yo, thanks for the help!
Thx mate :D
Can u sync this up to ai so they have to come and kill u or something along those lines?
You can, but it's a little wonky with out making a script or two, to make it a less clunky experience.
i want to make a arma3 server where you have to kill all enemies in a radom town but i dont know how i can set the trigger to kill all how do i make that )?
(Option 01)
1- Create the trigger, set its area axis so it covers the area you want cleared
2- Set the trigger activation to 'opfor'(or what ever faction you're clearing from the area)
3- Set the trigger activation type to 'not present'
4- Sync the trigger to your set task state that is set to completed.
The above is the most basic and quick way to do it. As soon as no Opfor(or whatever faction you set it to) is no longer in the trigger area or is dead, it fires the trigger setting off the set task state module
(Option 02)
1- Create the trigger, set its area axis so it covers the area you want cleared.
2 - In the trigger condition field type: {alive _x; side _x == east} count allunits == 0;
3 - Sync the trigger to your set task state that is set to completed.
Option 02, does the same way as option 01, but only counts the dead. I'll leave faction code names below, so you can match enemy faction to code, if you wish to do option 02.
Reference for East, West etc code.
east = Opfor
west = Blufor
independent = Independent
resistance = Independent
civilian = Civilian
Did some tests.
However I can't figure out how to create a task that works when multiple groups are involved.
And I also would like to make the units invisible until a players is within a certain radius.
can you help out?
just link "create task" to the other group as well
FUCK MAn?! you are a god i spendt 10 hours to find out of this on my owen. but it did not work for me thanks man relly thanks =)
No worries man!
isn't the intro song from the unit series?
Sure is. Great series, great cadence music :D
yeah it is a great series, and really good tutorial too, it helped me out a bit.
Glad it helped out!
What do i do if i want a task to be created when some other task is complete?
Sync the trigger from the previous task to the new create task module, for the new objective. Make sure the new create task module is synced to the Squad lead/player as well.
Thanks! You helped me alot.
No worries mate
what mods do you use
In this video
- ACE3
- Blastcore Phoenix 2
- JSRS Dragonfyre (Is now JSRS4 Apex)
- African conflict by Massi
- USMC & MARSOC by Massi
- NATO and Russian weapons by Massi
Outside this video, I have over 120 mods I use for certain gear, weapons, factions etc
Y'all got any more of that intro?
Maybe ;)
Hello, it's okay, I'm in Brazil and here nobody explains the commands for missions, I could describe a rescue mission, search for helicopter, and things more of a war, for example commands!
Example! Alive NAME, etc.
WHAT IS FIRST SONG.?
How create a task canceled by an exploision in a convoy please
Pretty easy
- Name each vehicle in the convoy, example: Lets say there's three vehicles. I give each one a variable name, V1, the next V2, and the final V3.
- Create a set task state and set it to cancelled.
- Create a trigger and in the condition field, type: !alive V1 or !alive V2 or !alive V3;
- Sync the set task state that is set to cancelled to the trigger.
- Sync the set task state that is set to cancelled to the create task that has the objective.
This will basically set the task/objective to cancelled when one of those three vehicles blow up.
Did everything 100%, same everything except the target's name was Dick. Honestly did not work at all. Is this outdated? I followed it to the letter twice.
I write if I have to kill! bob alive;
if I need to heal? What to write?
is there a way so that it loops the same mission.
Via scripts yes
good video but it is not working. checked for capitalization and other possible script errors. all syncs good but no trigger working..
I just tested, working fine for me :/
What map is this?
This doesn't work i just win instantly. What am i doing wrong?
I do everything like the video, nothing happens when i kill the bob?!
+personmuc You've missed something out for it not to work.
Check your task state module and see if its state is set to succeeded and not created.
Check your spelling of Bob on the trigger and of the enemy, should be a capital B not lower case.
Check if the modules are synchronized correctly.
Hopefully its one of the above so you can carry on making your mission :)
+DeadEyeKiwi thank you for the reply, i really checked everything it's the same, but it's still doesn't work.. just i remember that i type this command in debug console "showHUD false" does that the problem? if it's the problem how i can remove the command? because everytime i try to remove it or replace "false" to true, he turn false again, it can't be deleted or changed.
+personmuc showHud false, shouldn't effect things placed in the editor as it only removes HUD elements.
Have you tried on a fresh mission file and redone the mission editing process?
Also, make sure create task is synchronized with your Squad/Team leader so that everyone has the task/objective.
What if you want to do this to 30+ units?
John Smith I would set a large trigger about the size of the town and set it so that it goes off when all the opfor are gone (ded).
megaangryjoe Thanks. I played around with triggers and it was easier than I thought. Another example of try before you ask for help. Thanks all the same.
i get a Bool error when I do the destroy object one.
That's letting you know, something is wrong in the code. Can you highlight what you wrote in your condition field, copy it, then paste it here in a reply? What I wrote in the video description and done in the video, should always work.
+DeadEyeKiwi after actually reading what I was doing; I had it in activation not condition. All better now :P
haha that would do it :P
9:46 what the name for this mod menu?
It's apart of the ACE3 mod.
DeadEyeKiwi thank you!!
How can make a task assign after another
As in, new task after another is completed? If so, do the same layout, Create a new create task module, new set task state module and a new trigger. Sync the trigger from the previous task to the new create task module, for the new objective. Make sure the new create task module is synced to the Squad lead/player as well.
Oh yeah it worked, thanks a lot
that's a like for you
Thanks very much, kind sir!
song intro?
Fired up, by Robert Duncun, or simply known as The Unit Theme song.
2 minutes LATER....Make that 3 minutes later....
Dude next time don't waste time with a 2 minute long intro. Just get to the point.
4 years too late my dude. FYI, there's a video timeline you can skip forward with ;)
Stop moving around so much. I am getting Dizzy
Can't do anything about it now :P Will keep it in mind for future videos.
Cool..Keep up the otherwise GREAT Videos :
Outdated
Only thing outdated is UI changes within module/task menu's. Apart from that, it's the same process/steps and works still.(Tested it just a minute ago)
what map is this ?
It was either Porto or Sahrani. It's apart of the CUP terrains mod.