Hey, the full 12 hour VOD of chat and myself making Operation Flammenburger is now live on the second channel if you want to suffer through that. It'll be a while before UA-cam fixes the quality past 360p cause it's so long but hey, deal with it. ua-cam.com/video/EuYKHUPH0lY/v-deo.html
Reminds me of the time the British soldiers in North Africa started putting "Poisoned" signs in every source of water and when the germans complained about it saying that poisoning water was against the rules of war, the british replied saying that yes, poisoning water was illegal, but merely putting sign wasn't.
Me: "Man, modding Ravenfield is frustrating sometimes, I ought to look into something like Arma." Arma: This AI mod turns everyone into seagulls if a certain option is enabled and this WW2 mod breaks chat. Me: "Time to get to work on my next Ravenfield mod project"
back in my day we have Zeus. we didn't even have 3DEN! we had to hand place.. pencils... on tables, uphill, both ways!! and none of that fancy AI automation either! if you wanted an ambush, you needed to "place a trigger and cross your fingers" or learn some got dang sqf! like a man. the kids these days got it way too easy, tell you what. if I wanted to earn a living making operations for $2 an hour, I didn't get no fancy Brothers in Arms job! I walked right into the lobby of Takistan Life Inc., and I said "let me talk to your boss", and I tell you that 15 year old Russian was really impressed with my resume. He gave me a job writing shitty life scripts on the spot. here's hoping enfusion for Arma 4 means they have to rewrite the editor from the ground up... and they bring it back to 2D! those were the days. we have to hand place... pencils... on tables... uphill, both ways!
So one correction based on my own editing experience, adding "doStop this;" to a playable units init line is what turn them into seagulls. Eden enhanced more or less just adds that command line in a more unnoticeable way. It's fine for AI but never, ever use it for anything meant to be playable. It was something I had completely forgotten about until last weekend's session where it showed its ugly head in a mission.
I remember when ARMA 3 just came out someone meme'd a server where half the players were turned into seagulls. It was depressingly hilarious when the Machinima guys tried it and the first few attempts were nothing but seagulls
Interesting, I've never run into this, but at the same time I have no idea why you'd be putting doStop this; onto a playable unit. Kind of annoying that 3DEN Enhanced disabled the easier and simpler option instead of just putting in an alert in the tool tip.
@@RimmyDownunder In this case it was to keep units scattered from an implied ambush at mission start from wandering back into formation during testing. And then forgetting to remove the command afterwards.
i have been running ops with my friends and we have been frustrated with most scenario's either needing ace (we really don't like the medic syuff from a fun perspective) or need way to many people to properly play. because of that i have been fucking around in the 3den editor trying to make a mission but all the tutorials and tips and tricks videos are from 3-4 years ago with a lot of the stuff in them not working anymore. so to answer your question at the end of the video, yes i would defiantly want more of this type of content. :)
I can tell you with certainty that respawn module will function. Remember to run it in multiplayer, and you can just use the Trial Mission in the description to see that it works.
@@RimmyDownunder ah ok i was testing the respawn in the editor itself by selecting a random soldier and killing myself. thinking back at it it makes some sense that the editor would be running that as a singleplayer instance.
As someone who has fallen into the trap of "Spawn mortar team, Use Fire Support nearby to scare them " and used to make a lot of defensive ops, I definitely appreciate this. Really hope the tips and tricks episode comes out.
@@snake45aiman Depends on the mods. You can get big mods that add entire factions or little mods that add specific weapons, vehicles or scripts. Most of them will be small mods.
@@nearlyepic4831 My experience with modding Fallout 4/Skyrim/Terraria/Dawn of War def can confirm this. There's quite a difference with a tiny weapon pack compared to a massive framework or overhaul system. I suppose in ARMA terms there's probably much more weight of hard drive removed from something like ACE Medical and patches than compared to Grimdark Armory, an add-on to Only War and basically just adding in various weapons, armors, and vehicles. You can probably fit in the trigger mods in like megabytes.
As a guy who runs events on gmod, the focus on gameplay over realistic and detailed events is something I take to heart. I only make detailed setting in really small rp only events. If theirs combat then I only use basic fortifications and maybe a few destroyed vehicles props
7:20 - another option for "I want my AI to not move from their assigned location but removing ability to path is stupid" is to paste this little script into the unit's .ini: [this] spawn { Params ["_unit"]; _unit disableai "path"; waitUntil {behaviour _unit == "COMBAT"}; _unit enableAi "path"; }; This will disable the units ability to path *until* it goes into combat mode, either because it spotted an enemy or because it heard shots close by. As to why you'd want to do this, I had server crashing issues that seemed to be related to DoStop This; when I deleted units that had that in their .ini and were dead. Or not dead, in the case of one AI that had bugged into the ground.
Haha, it was passed along to us by one of our MMs, no idea where he got it from. The real question - why "Itens"? I like that it has stayed that way just because of the unwillingness of those who recognise that it works to change it. The Mechanicus is closer every day.
@@RimmyDownunder lol here is the fact: Im brazilian so In Brazilian portuguese we do not use "M" if is not the end of a word or if is after P and B so the word "Items" in Brazilian PT is "Itens" so it's a common misspell for me since I forget that this rule does not apply in english. That is how I easily identify is was made by me lol
@@RimmyDownunder Thanks man! check out my chanel and workshop, some times I upload useful scripts like that, I like to share everything I know to the community. steamcommunity.com/id/RoqueTHEGAMER/myworkshopfiles/?appid=107410
I was once turned into a seagull upon spawning on a public vanilla co-op server. I was really confused. I now at least know a possible reason for why that happened, so thanks for that.
5:50 Just a little tip to save you some time while doing this: If you are giving youre playerbase the same items (uniforms, vests, weapons, etc. from different nations for example), you can simply select all units you want to change, right click on one of them after selecting all and go for "edit loadout" and then the arsenal you prefer. You will get into the Arsenal like you would normally, BUT everything you change on this one guy will also change on the rest of the selected units, if you hit OK at the end. Alternatively you can just copy paste the unit AFTER you're done with editing him. At this point you just need to make some quick changes, like weapons, etc. This is especially usefull, when you have a standard loadout on specific types of items, like medical stuff and saves you HOURS, depending on how big your playerbase is.
I get the point about not making too detailed scenarios I'll try and use that in the future, although it should be fine if it's a 4 man SpecOps Squad on a stealth mission right?
@@Phenosi Yeah for something that small since players are not taking frames you can afford to throw in a bit more detail, The STALKER Video is a good example of that kind of detailed work you can put in with lower player numbers. Just be mindful and realize that you don't need 15 objects on a table to sell a setting, just 1 or 2 works just fine. Also constant testing in game while building and keep track of average FPS. If its low in EDEN on your machine it'll be unplayable on a server with any number of people.
Is having a trigger point call in an artillery/mortar strike if players enter an area unfair in your opinion? I've been thinking about using it in a spesific way - Mission briefing states that enemy artillery have a certain area pre-sighted, with the attention of making this area hazardous to cross, or to make players find their own alternate route to an objective.
Another useful tip for large, multi-squad operations is to always inform squads of threats (when u need to add context and theirs a reason why it needs to be called in beforehand) as if another squad called it in. An example of this would a recon plane, you want ur squads to know theirs a recon plane so they dont get worried that the enemy has offensive air so u tell the squads "I just received a reports that the enemy has a recon plane above". This informs them that they have been re-conned, stops them worrying about offensive air and means u can have enemies move towards their locations.
I found this video most interesting and would urge you to continue in the same vein. I'm sure this sort of insight and experience is only built up from many many hours of bashing your head against a wall. Your hints & tips can save many others from having to go through the same frustration. Back in the day, I built up some editor experience with Lockon: Modern Air Combat (the predecessor to DCS) and helped a number of folks on the forums struggling with its mission editor. It was not easy trying to explain things in words and screenshots - there was no UA-cam back then! I'm sure that the time & effort you have to put into making a video like this is considerable, but I'm guessing the impact it wil have on mission makers will be considerable even if (in my experience) only a tiny percentage ever find the time to give feedback....
I'm only at 3:26 right now but I feel like this video was made because of that one dude who had clients enabled during that one invasion of Yellowstone op with the sheep and the f16s. Man those sheep were awful.
God, yes, more please. I've been Voluntold to assist in Zeus'ing/running Ops with my unit, and I would love to branch out into mission making but it can all be kinda overwhelming. More content like this is really, really welcome.
This is quite incredible all these modules and streamlined features and general coding and the ai being quite better and the editor being easier to do, things have changed quite greatly since I had last played arma years ago. I love it, this video actually makes me want to play this game again because the editor isn't so comprehensively unfriendly like it used to be. When I first saw this video, I had the PTSD of working with arma 2 and early release arma 3 era editor and I remembered how complicated and generally headache inducing tiresome it was to work on a single mission. Thank you for this great video it helps me get up to speed with arma 3 now. Also, it seems like the community has gotten better.
@@Oh_oh_its_Magic Yup... It's an amazing tool. There's now Zeus Enhanced which is basically Ares and Achilles but better. And you can actually look up.
I have a question rimmy o' boy for general administration when you do these fusterclucks or just operations in general do you guys get a fair bit of trolls and/or minges and how do you guys deal with them in order to keep order/realism
@@buns9022 Very good quantifier considering we've seen Spiffing Brit present in some of Rimmy's vids. Just remember, operations are Perfectly Balanced -b
I didnt even know the arma AI could bloody call reinforcements like that!! that is a very good video, it explains how to do missions well and all In the end I have neither a PC or ARMA III, but its good to know
I love when you post videos like this. As a longtime TTRPG GM who has recently started to play a lot of Arma (fuck covid), I have noticed that editing missions in Arma is not disimilar to mastering a game of, say, D&D. However, there are important differences (gameplay, scale, teamwork, length) between the two, and I feel that your videos are really helping me to adapt and get better at editing for Arma. So as long as you keep them coming, you have my like!
I found a loophole to use vanilla assets for AI artillery: 1. Create a repeatable trigger field that activates the fire mission waypoint when trigger conditions are met 2. in the fire mission waypoint attributes put in the radius you want for the placement radius, this makes the AI randomly fire into that radius until it hits the center(completion radius) or uses up it's magazine or the trigger is deactivated again, you can also use the cycle waypoint for multiple fire missions so as that the artillery only targets certain points, but do keep in mind the artillery's range
Please make that tips and tricks video! I make missions for me and my friends to run sometimes, and a greater understanding would make those afternoons much more enjoyable, love you and your content!
I can't say I know much of Arma, but I've been partly intrigued, thanks to watching Arma Ops. Even with having NO real understanding of this, I can't help but be fascinated by hearing all this, especially watching so many zues-focused ops like Liru or similar do. This honestly looks like something you could theoretically do even on like single-player or something.
You absolutely can. I didn't focus on it because ArmA 3 singleplayer isn't really what I do, but back in the day before I was in units that's what I used to do. You can whack down some friendly troops, your own squad, some air or artillery support for you and then set up a whole big dynamic mission of enemies to fight and have a go at them. Just like the campaign, only lacking the dialogue.
Really did enjoy this video and I've been wanting to make a mission for my team but never really known what to do or how to do it. But your video cleared up a few thoughts and questions I've had when attempting to make a video. I would probably like a video on how to use all of the markers and triggers + some need to know scripts like doStop this;. Even so I generally found this video quite informing and will probably use some of the tricks in one of my missions.
God, i remember fiddling on arma 2, trying to comprehend module, markers, script etc , to no avail since that thing is an antiquated mess even back in 2011, the only thing i remember until this day is the AttachTo command to make a Battlebus fight against an army of machine gun sentry mounted on a goat. Anyhow - - please talk more about this, this video spark interest of me to try making a more competent mission.
GUARD Waypoints don't actually need a trigger to be "triggered" (going to use completed because that is more correct and less confusing). They only require that you place the trigger, and then use the setting "Guarded By..." and choose say, OPFOR, for instance. As for moving, waypoints will always carry on normally, it is HOLD Waypoints that will not complete unless forced to by a trigger skipping their waypoint.
I have to tell that it's really enjoyable to watch how other mission makers utilize the ASL (Arma Scirpting Language) in their operations. This video showed me that I really often tend to overcomplicate my missions with a shit ton of scripts that make the mission and the server lag. I'd really like to see and learn more of these cool tips that you presented in your video.
I just wanted to say a quick thank you Rimmy, I've been looking into constructing smaller operations for Arma and your advice in this video has been most helpful!
So what your suggesting is Rimmy Tutorials. Yes please sir, I think this would be quite good. Also thanks for all the tips and tricks. After playing MW2 Remastered, I’ve been trying to create a small scenario mission for a couple US Ranger Squads to attack a Russian Anti Air unit hold up in a city. So cheers for all the tips
This was incredibly informative. It's good that you've run so many missions, as we can now benefit from your experience. It's still weird that I'm 5 years older than you, but you've got far more experience than I do.
I would really enjoy more of the same, this is highly educational and super worthwhile knowledge, especially for someone who basically does everything by Zeus so far. Good stuff, keep it coming! :D
Thank you Rimmy for this vid, it was very helpful. I'm an amateur scenario maker and had no Idea about skip waypoint triggers, LAMB or disabling simulation, so please keep these kind of videos coming!
Give me more, this was a great, down to earth video. I've been doing my own single player custom campaigns for a few years now but I've never really had the intricate little details like reinforcements and guard waypoints down. I need more, man.
Great video, Eden editor is a bit overwhelming to me with how much coding knowledge it seems is required. I've since always just tried to compensate with my Zeus skills I've picked up as ever since I discovered the mode it's about 80% of my 1000 hours in the game. Gonna share this too as it helps explain a lot of my Zeus theory when it comes to making a mission that really hard to explain to friends who don't have the experience themselves as well as showing me some new ideas I haven't had or fully experimented with. Even with a bunch of time in game I full into some of those pit falls just trying to make something new for players to enjoy.
Splended video mate, interesting insight, I dont even own the game but im getting more pumped the more I think about it now that ive seen this & your other vids. Keep up the good work!
Didn't agree with your last essay video, but I am a 3DEN fanatic. I totally agree with everything said here, and this is a generous source of information for anyone new or intermediate with mission making. Very well put out.
A great defence OP I've played was one where we were fighting against an alien invasion so we had to keep retreating every now and again because the enemy was simply that strong.
...I’m struck by the thought of using some of the bad ideas. I’m thinking; there’s an ammo depot that got captured during a recent retreat, the AI is heavily dug in with autocannons and nearly wiped out recon when they approached. A tank platoon is coming up to level the place, given there’s been no indication that they have anything heavy enough to break through their armor, but there are a number of abandoned firebases in the area with the artillery and other equipment that could level the tanks if they can get it armed and operational. CAS is available but spotty; the skies are contested. They can’t get at the depot between hostile AA positions in the surrounding land and hostile fighter support, hence sending the tanks. There are two win conditions; either find and wipe out the enemy AA positions so that Air can level the place, or prevent the enemy from bringing enough AT back to the depot to drive off the tanks, which move in on a timer regardless. You do not get close to the depot, that is death, a squad of twelve scouted the place and only four made it back, and them only because they were in an armored vehicle and bugged out at speed.
Glad you made this, I've tried eden a few times and all the documentation I could find on making missions was just more or less "all you have to do is have the same base knowledge as a bohemia mission developer and it's easy! :)"
I dont even see myself ever creating a mission but i like seeing how its made. gives a good perspective on all the work that has to be done and how to differenciate between a good and a bad op.
This is a certainly helpful guide and I'm totally looking forward for more. I've been putting quite a few hours into the eden editor recently and I've barely scratched the surface.
Yes, Rimmy! More! More hints and tips. I've recently started running ops for the 501st and 40k Salamanders units and I want to get better. So I shall eagerly await more videos on this! Thanks man! For the Dark Gods!
Thank you Rimmy, this was a excellent watch. As a programmer I tend to make things for other people and while I just enjoy them using it so this video was a good starting point
I know this might not be seen but Rimmy you have inspired me to not only be a UA-camr but also make my own Arma 3 operations! Just about a week ago I made an Arma 3 operation for three of my friends set in Fallout and it went well! Only a few hiccups nothing as bad as a fustercluck. I was very proud of myself now I've watched this video like 5 times a week when making my current op. I've been trying my best to use many of these features you use and I just thought I should tell you. Thank you :D
This was actually really helpful because I have been trying to work on operations for a small group of my friends. I had always pretty much built the operations in the Zeus editor, but now I am gonna have to try to experiment with the eden editor more with building them now
I have a little over a year of experience and just started using LAMBS. I have too say this video was very helpful and should make my missions way more enjoyable.
I run a group and learning to set up autonomous missions would be amazing. I accepted that I would probably never see the field again when I started it, but this would both let me participate and personally help enhance the experience for my players.
I have no intention of ever making an Arma op. Heck, I have never even played Arma, but who can say no to Rimmy's smooth voice speaking enthusiastically about something for 29 minutes?
I don't plan on makeing an ARMA 4 multiplayer operation, but this was still really interesting. A peek under the hood for those of us who enjoy your arma videos.
A couple friends and I play arma under the flag of a small unit, and this video helped me transition away from relying on zeus, towards using eden. I'd love to see another video going more indepth into the AI and what they can do. Keep up the good work Mr. Rimmy!
Yo Rimmy. You have been a serious inspiration for my operations. None have ever seen use, but I would love to learn more from your operations. Thanks to this video I'll be checking out LAMBS and triggers.
Lovely guide. I do have a suggestion on how to use the Support Fire tab. It could work in more of a scenic role, like bombarding around the players at a safe distance. You could also combine that with the "no mines minefield" trick, so they think there are mines without having to need a Zeus spawn them in when a whole squad is already knee deep past the warning sign.
Hey its Rimmy not screaming death into my eardrums, i quite like this pleasant change mate, i give it a nah yeah out of four nah's keep up the good work!
Mh! Just the right amount of salt sprinkled inbetween the vid for a good evening meal. 5:20 was so tasty! Let's see how many more missions we manage to cluck this year in the way you least expect it.
i hope to see more stuff like this so we can have more good ops, it may even bring new life into the game since more people can start small groups and make fun ops
I am not even playing arma and its player OP yet i still found this video very interesting. as a programmer, I heard the advice "program smart, not 10.000 lines"(something like that) this vid feel kind of similar
Good stuff man, I'd love to see more of this kinda thing. I'm getting back into arma after years away and anything eden related I'm consuming feverishly.
25:10 Do you have any video explaining this further? I can't quite seem to get the system to work right. Either the troops won't load when they're supposed to, or the Heli will leave too soon. How exactly do I need to set up the waypoints?
Just want to say rimmy, your video essays on this are what we use in my unit to help teach our more fledgeling people (partly because explaining is a pain in the ass) but also because we dont like using Zeus since most of us didnt have it back in the day.
Although I don't really play Arma 3, I haven't in a very long time, from scripting and making the ai react realistically and the cost saving measures I find very interesting from my programming background. I've always found these videos enjoyable even if I don't play the game much myself.
Cannot recommend enough learning a little SQF just for some snippets to do some of the more specific things you might do. A good one I've used for arty, snipers as spotters, take away all their ammo. Within a trigger, check if snipers know about the players, if they do, fire artillery at a presited location. Whatever you write, save it for later use. More tips and tricks gets my vote for future content!
Would be pretty cool to have these kind of videos to help with mission making more often,rimmy is pretty good at explaning so i wouldnt mind seeing these more in the future.
Hey, the full 12 hour VOD of chat and myself making Operation Flammenburger is now live on the second channel if you want to suffer through that. It'll be a while before UA-cam fixes the quality past 360p cause it's so long but hey, deal with it. ua-cam.com/video/EuYKHUPH0lY/v-deo.html
Bloody brilliant!! Keep up the amazing stuff
How do you make an Arma3 operation?
Im sorry but i have to know what PC background you have
AH i remember watching this...yeah all 500 bits spent on you during that stream...man TheDoctorSS666 sounds like a generous guy.
do you remember?
Can't wait to install ARMA3 for the 4th time
"Minefields don't need to actually exist." Now you're thinking like a combat engineer!
Reminds me of the time the British soldiers in North Africa started putting "Poisoned" signs in every source of water and when the germans complained about it saying that poisoning water was against the rules of war, the british replied saying that yes, poisoning water was illegal, but merely putting sign wasn't.
@@andresolmos8639 Yeah, real minefields need to be marked too, but you can (and it is standard practice) to place non-existent minefields aswell.
@@Grummar technically speaking it achieves the same effect, area denial
Arma is a lot like highschool it's one of the few places your able to disappoint around 40 people all at once - Rimmy 2020
*Everyone Felt That*
You ever disappoint 40 people in a fuckin walmart?
@@thekommunistkrusader3921 Yeah. It's called "Being a Walmart"
Junior Francois WOW
You're
Me: "Man, modding Ravenfield is frustrating sometimes, I ought to look into something like Arma."
Arma: This AI mod turns everyone into seagulls if a certain option is enabled and this WW2 mod breaks chat.
Me: "Time to get to work on my next Ravenfield mod project"
What a coincidence, lol
haha i feel it
real tbh
The man, the myth, the legend: SOFA
@@vitu6427 ikr
back in my day we have Zeus. we didn't even have 3DEN! we had to hand place.. pencils... on tables, uphill, both ways!! and none of that fancy AI automation either! if you wanted an ambush, you needed to "place a trigger and cross your fingers" or learn some got dang sqf! like a man. the kids these days got it way too easy, tell you what. if I wanted to earn a living making operations for $2 an hour, I didn't get no fancy Brothers in Arms job! I walked right into the lobby of Takistan Life Inc., and I said "let me talk to your boss", and I tell you that 15 year old Russian was really impressed with my resume. He gave me a job writing shitty life scripts on the spot. here's hoping enfusion for Arma 4 means they have to rewrite the editor from the ground up... and they bring it back to 2D! those were the days. we have to hand place... pencils... on tables... uphill, both ways!
Okay Boomer
You guys got Zeus? I remember the arma 2 days xD
This feels like your actual grand pa tellih you his life experience after he had too luch wine
Back in my day we had two pencils and a table. And we had to share the table.
calm down johnson
BLUFOR: is in the area
OPFOR: *T R I G G E R E D*
BLUFOR : *exists*
OPFOR : *no.*
_Why is this not pinned yet?_
So one correction based on my own editing experience, adding "doStop this;" to a playable units init line is what turn them into seagulls. Eden enhanced more or less just adds that command line in a more unnoticeable way. It's fine for AI but never, ever use it for anything meant to be playable.
It was something I had completely forgotten about until last weekend's session where it showed its ugly head in a mission.
I remember when ARMA 3 just came out someone meme'd a server where half the players were turned into seagulls. It was depressingly hilarious when the Machinima guys tried it and the first few attempts were nothing but seagulls
Interesting, I've never run into this, but at the same time I have no idea why you'd be putting doStop this; onto a playable unit. Kind of annoying that 3DEN Enhanced disabled the easier and simpler option instead of just putting in an alert in the tool tip.
@@RimmyDownunder In this case it was to keep units scattered from an implied ambush at mission start from wandering back into formation during testing. And then forgetting to remove the command afterwards.
i have been running ops with my friends and we have been frustrated with most scenario's either needing ace (we really don't like the medic syuff from a fun perspective) or need way to many people to properly play. because of that i have been fucking around in the 3den editor trying to make a mission but all the tutorials and tips and tricks videos are from 3-4 years ago with a lot of the stuff in them not working anymore. so to answer your question at the end of the video, yes i would defiantly want more of this type of content. :)
I can tell you with certainty that respawn module will function. Remember to run it in multiplayer, and you can just use the Trial Mission in the description to see that it works.
@@RimmyDownunder ah ok i was testing the respawn in the editor itself by selecting a random soldier and killing myself. thinking back at it it makes some sense that the editor would be running that as a singleplayer instance.
Ace is highly customizable just turn off the medical stuff and cookoffs
As someone who has fallen into the trap of "Spawn mortar team, Use Fire Support nearby to scare them " and used to make a lot of defensive ops, I definitely appreciate this. Really hope the tips and tricks episode comes out.
“Available mods: 408”
*confused screaming*
Even 100+ mod cost like 120+GB..damn how many space does 408 mod cost
@@snake45aiman Depends on the mods. You can get big mods that add entire factions or little mods that add specific weapons, vehicles or scripts. Most of them will be small mods.
490 mods, get with it
@@nearlyepic4831 My experience with modding Fallout 4/Skyrim/Terraria/Dawn of War def can confirm this. There's quite a difference with a tiny weapon pack compared to a massive framework or overhaul system. I suppose in ARMA terms there's probably much more weight of hard drive removed from something like ACE Medical and patches than compared to Grimdark Armory, an add-on to Only War and basically just adding in various weapons, armors, and vehicles. You can probably fit in the trigger mods in like megabytes.
I heave 380 mods and thats 310GB
As a guy who runs events on gmod, the focus on gameplay over realistic and detailed events is something I take to heart. I only make detailed setting in really small rp only events. If theirs combat then I only use basic fortifications and maybe a few destroyed vehicles props
Ya see I just came from call of duty world at war on veteran difficulty so this is nice
Tfw activision skipped a WaW remaster and just went to MW2
@@nillynush4899 I know the feeling... the fact that 1 shot from the garand is like a pea shooter then the next is a cannon really feels weird
Which mission
@@repdebt blowtorch and corkscrew
I need to play waw again. mw and waw was the best cod era for me
7:20 - another option for "I want my AI to not move from their assigned location but removing ability to path is stupid" is to paste this little script into the unit's .ini:
[this] spawn { Params ["_unit"]; _unit disableai "path"; waitUntil {behaviour _unit == "COMBAT"}; _unit enableAi "path"; };
This will disable the units ability to path *until* it goes into combat mode, either because it spotted an enemy or because it heard shots close by.
As to why you'd want to do this, I had server crashing issues that seemed to be related to DoStop This; when I deleted units that had that in their .ini and were dead. Or not dead, in the case of one AI that had bugged into the ground.
underrated comment thank you
6:08 That's my script I made when I was playing with Tactical Gamer! :D sadly the forum is gone and I never uploaded it.
Haha, it was passed along to us by one of our MMs, no idea where he got it from. The real question - why "Itens"? I like that it has stayed that way just because of the unwillingness of those who recognise that it works to change it. The Mechanicus is closer every day.
@@RimmyDownunder lol here is the fact: Im brazilian so
In Brazilian portuguese we do not use "M" if is not the end of a word or if is after P and B so the word "Items" in Brazilian PT is "Itens" so it's a common misspell for me since I forget that this rule does not apply in english.
That is how I easily identify is was made by me lol
Hahaha, that's brilliant. But hey, if it works, it works. It's an amazingly useful script.
@@RimmyDownunder Thanks man! check out my chanel and workshop, some times I upload useful scripts like that, I like to share everything I know to the community.
steamcommunity.com/id/RoqueTHEGAMER/myworkshopfiles/?appid=107410
I used to be part of Tactical Gamer! Was a great milsim community, had to stop playing due to university. Any idea why it shut down?
I was once turned into a seagull upon spawning on a public vanilla co-op server. I was really confused. I now at least know a possible reason for why that happened, so thanks for that.
Yea happened to me a few times, I just change my name to attackbomber and tried to harass the soldiers like a true seagull would.
Yo Pearce if you're watching this please don't make us walk for 1 hour my middle finger hurts
I already touched on this in the A3 is not real life video but yeah, fuck that.
Instructions unclear AI has become Self-Aware.
*HELLO GOR-*
@@wahlex841 Look Gordon ropes, we can use these to traverse deep pi- HELP ME GORDON
Don't worry its ArmA's AI....if you stand on a bridge they can't get you
Don't even have the game but this is really cool to now
HaHa Poor Person! - Jacksepticeye 2020
Haha poor!!!!
Jk I dont have ot either
*Know
@@IRTG2006 thank you
5:50
Just a little tip to save you some time while doing this:
If you are giving youre playerbase the same items (uniforms, vests, weapons, etc. from different nations for example), you can simply select all units you want to change, right click on one of them after selecting all and go for "edit loadout" and then the arsenal you prefer.
You will get into the Arsenal like you would normally, BUT everything you change on this one guy will also change on the rest of the selected units, if you hit OK at the end.
Alternatively you can just copy paste the unit AFTER you're done with editing him.
At this point you just need to make some quick changes, like weapons, etc.
This is especially usefull, when you have a standard loadout on specific types of items, like medical stuff and saves you HOURS, depending on how big your playerbase is.
Damn, Rimmy, I've never heard you as miserable as you do in the intro of this video.
Holy shit. You're that dutch guy on funnyjunk. Didn't expect to see you on here.
@@thatone846 Oh fuck, I'm being recognized from my escapades there.
I'm one of the Mission Makers for the Cadian, if you have further questions or curious about stuff I'll be around and answer what I'm allowed to.
I get the point about not making too detailed scenarios I'll try and use that in the future, although it should be fine if it's a 4 man SpecOps Squad on a stealth mission right?
@@Phenosi Yeah for something that small since players are not taking frames you can afford to throw in a bit more detail, The STALKER Video is a good example of that kind of detailed work you can put in with lower player numbers.
Just be mindful and realize that you don't need 15 objects on a table to sell a setting, just 1 or 2 works just fine.
Also constant testing in game while building and keep track of average FPS. If its low in EDEN on your machine it'll be unplayable on a server with any number of people.
@@smpureparadise9920 Thanks, I'll use this information wisely
Is having a trigger point call in an artillery/mortar strike if players enter an area unfair in your opinion? I've been thinking about using it in a spesific way - Mission briefing states that enemy artillery have a certain area pre-sighted, with the attention of making this area hazardous to cross, or to make players find their own alternate route to an objective.
@@LordBloodpool Sorry I have no experience with that, I usually let AI handle it themselves
Another useful tip for large, multi-squad operations is to always inform squads of threats (when u need to add context and theirs a reason why it needs to be called in beforehand) as if another squad called it in. An example of this would a recon plane, you want ur squads to know theirs a recon plane so they dont get worried that the enemy has offensive air so u tell the squads "I just received a reports that the enemy has a recon plane above". This informs them that they have been re-conned, stops them worrying about offensive air and means u can have enemies move towards their locations.
I found this video most interesting and would urge you to continue in the same vein.
I'm sure this sort of insight and experience is only built up from many many hours of bashing your head against a wall. Your hints & tips can save many others from having to go through the same frustration.
Back in the day, I built up some editor experience with Lockon: Modern Air Combat (the predecessor to DCS) and helped a number of folks on the forums struggling with its mission editor. It was not easy trying to explain things in words and screenshots - there was no UA-cam back then!
I'm sure that the time & effort you have to put into making a video like this is considerable, but I'm guessing the impact it wil have on mission makers will be considerable even if (in my experience) only a tiny percentage ever find the time to give feedback....
i bashed my head last night. 1330 hrs in smdh
I'm only at 3:26 right now but I feel like this video was made because of that one dude who had clients enabled during that one invasion of Yellowstone op with the sheep and the f16s. Man those sheep were awful.
did he stream it?
@@Privatepain1234 yea it was in one of his streams last month he spent like 30 minutes to an hour trying to figure out who or what was causing it.
God, yes, more please. I've been Voluntold to assist in Zeus'ing/running Ops with my unit, and I would love to branch out into mission making but it can all be kinda overwhelming. More content like this is really, really welcome.
This is quite incredible all these modules and streamlined features and general coding and the ai being quite better and the editor being easier to do, things have changed quite greatly since I had last played arma years ago. I love it, this video actually makes me want to play this game again because the editor isn't so comprehensively unfriendly like it used to be. When I first saw this video, I had the PTSD of working with arma 2 and early release arma 3 era editor and I remembered how complicated and generally headache inducing tiresome it was to work on a single mission. Thank you for this great video it helps me get up to speed with arma 3 now.
Also, it seems like the community has gotten better.
Dude, I have 1000 hours on Arma 3 over the span of about 5 years playing.
99% of that, and I'm not joking, is in Zeus.
Ah Zeus, I also have good memories of playing as a in game mission master as well and working with ares and such.
@@Oh_oh_its_Magic Yup... It's an amazing tool. There's now Zeus Enhanced which is basically Ares and Achilles but better.
And you can actually look up.
Never would I've thought listening to a man who can do a perfect ork voice talking about Arma setup would be this soothing.
You should make more video essays, your good at it. The are great. I dont even play arma, but I enjoy these.
I have a question rimmy o' boy for general administration when you do these fusterclucks or just operations in general do you guys get a fair bit of trolls and/or minges and how do you guys deal with them in order to keep order/realism
Arma 3 has... interesting quirks that can render an operation moot and turn it into an absolute mess without you meaning to.
The ops are whitelist only, so no fuckos
@@Whale_stream No RANDOM fuckos*
@@buns9022 Very good quantifier considering we've seen Spiffing Brit present in some of Rimmy's vids. Just remember, operations are Perfectly Balanced -b
I didnt even know the arma AI could bloody call reinforcements like that!!
that is a very good video, it explains how to do missions well and all
In the end I have neither a PC or ARMA III, but its good to know
With VCOM and LAMBS_Danger.FSM they can call artillery and do airstrikes (strafes mostly). VCOM is better about the strafing.
This is inspirational, I may try my hand at this. Including scripts in the description is going the extra mile and makes you a true hero.
I love when you post videos like this. As a longtime TTRPG GM who has recently started to play a lot of Arma (fuck covid), I have noticed that editing missions in Arma is not disimilar to mastering a game of, say, D&D. However, there are important differences (gameplay, scale, teamwork, length) between the two, and I feel that your videos are really helping me to adapt and get better at editing for Arma. So as long as you keep them coming, you have my like!
I found a loophole to use vanilla assets for AI artillery:
1. Create a repeatable trigger field that activates the fire mission waypoint when trigger conditions are met
2. in the fire mission waypoint attributes put in the radius you want for the placement radius, this makes the AI randomly fire into that radius until it hits the center(completion radius) or uses up it's magazine or the trigger is deactivated again, you can also use the cycle waypoint for multiple fire missions so as that the artillery only targets certain points, but do keep in mind the artillery's range
Please make that tips and tricks video! I make missions for me and my friends to run sometimes, and a greater understanding would make those afternoons much more enjoyable, love you and your content!
I can't say I know much of Arma, but I've been partly intrigued, thanks to watching Arma Ops. Even with having NO real understanding of this, I can't help but be fascinated by hearing all this, especially watching so many zues-focused ops like Liru or similar do. This honestly looks like something you could theoretically do even on like single-player or something.
You absolutely can. I didn't focus on it because ArmA 3 singleplayer isn't really what I do, but back in the day before I was in units that's what I used to do. You can whack down some friendly troops, your own squad, some air or artillery support for you and then set up a whole big dynamic mission of enemies to fight and have a go at them. Just like the campaign, only lacking the dialogue.
Really did enjoy this video and I've been wanting to make a mission for my team but never really known what to do or how to do it. But your video cleared up a few thoughts and questions I've had when attempting to make a video. I would probably like a video on how to use all of the markers and triggers + some need to know scripts like doStop this;. Even so I generally found this video quite informing and will probably use some of the tricks in one of my missions.
I’m a veteran mission maker and you’re teaching me stuff here, this is amazing dude! Thank you! I WANT MORE!
God, i remember fiddling on arma 2, trying to comprehend module, markers, script etc , to no avail since that thing is an antiquated mess even back in 2011, the only thing i remember until this day is the AttachTo command to make a Battlebus fight against an army of machine gun sentry mounted on a goat.
Anyhow - - please talk more about this, this video spark interest of me to try making a more competent mission.
You have blessed us with this wonderful knowledge, my liege.
thanks for talking about triggers i had no clue that guard and move triggers required a second trigger to be tripped.
GUARD Waypoints don't actually need a trigger to be "triggered" (going to use completed because that is more correct and less confusing). They only require that you place the trigger, and then use the setting "Guarded By..." and choose say, OPFOR, for instance. As for moving, waypoints will always carry on normally, it is HOLD Waypoints that will not complete unless forced to by a trigger skipping their waypoint.
@@RimmyDownunder thanks for the clarification rimmy. :)
Talk more about Arma, this is enjoyable content.
"No air? Then why have enemy anti-air?"
*laughs in Ostwind IFV mode*
I have to tell that it's really enjoyable to watch how other mission makers utilize the ASL (Arma Scirpting Language) in their operations. This video showed me that I really often tend to overcomplicate my missions with a shit ton of scripts that make the mission and the server lag. I'd really like to see and learn more of these cool tips that you presented in your video.
I just wanted to say a quick thank you Rimmy, I've been looking into constructing smaller operations for Arma and your advice in this video has been most helpful!
So what your suggesting is Rimmy Tutorials. Yes please sir, I think this would be quite good.
Also thanks for all the tips and tricks. After playing MW2 Remastered, I’ve been trying to create a small scenario mission for a couple US Ranger Squads to attack a Russian Anti Air unit hold up in a city. So cheers for all the tips
Thank you so much. I am finally getting into Arma 3 and am trying to build my single player scenarios and your video has helped me a ton! Cheers!
This was incredibly informative. It's good that you've run so many missions, as we can now benefit from your experience.
It's still weird that I'm 5 years older than you, but you've got far more experience than I do.
A friend of mine linked this in discord, I found this very informative, thanks for making it!
I would really enjoy more of the same, this is highly educational and super worthwhile knowledge, especially for someone who basically does everything by Zeus so far. Good stuff, keep it coming! :D
This is actually incredibly helpful and i would really appreciate more from you in the future !
Excelent video!!! you summarized my own experience editing for my clan and add some really cool advices. Thanks for your good work.
This was really interesting. It would be great to see more.
Thank you Rimmy for this vid, it was very helpful. I'm an amateur scenario maker and had no Idea about skip waypoint triggers, LAMB or disabling simulation, so please keep these kind of videos coming!
Give me more, this was a great, down to earth video. I've been doing my own single player custom campaigns for a few years now but I've never really had the intricate little details like reinforcements and guard waypoints down. I need more, man.
I still remember the first time Shacktac used their own server for the AI. HINDs were hunting them down and they had to hide under a bridge.
Great video, Eden editor is a bit overwhelming to me with how much coding knowledge it seems is required. I've since always just tried to compensate with my Zeus skills I've picked up as ever since I discovered the mode it's about 80% of my 1000 hours in the game. Gonna share this too as it helps explain a lot of my Zeus theory when it comes to making a mission that really hard to explain to friends who don't have the experience themselves as well as showing me some new ideas I haven't had or fully experimented with. Even with a bunch of time in game I full into some of those pit falls just trying to make something new for players to enjoy.
Now i need a guide on how to join an arma 3 operation & avoid a fustercluck
Splended video mate, interesting insight, I dont even own the game but im getting more pumped the more I think about it now that ive seen this & your other vids. Keep up the good work!
Didn't agree with your last essay video, but I am a 3DEN fanatic. I totally agree with everything said here, and this is a generous source of information for anyone new or intermediate with mission making. Very well put out.
Jesus. It's come a long way from when I used to just spawn loads of tanks on each other to watch the explosions in Operation Flashpoint
Love to see more editor hints and tips mate good job well done
So helpful! I’ve been playing with editor for a while now but this is awesome I’ve learned so much
A great defence OP I've played was one where we were fighting against an alien invasion so we had to keep retreating every now and again because the enemy was simply that strong.
Fuck yes, please do more of this. I love seeing all the backgrounf work that goes into missions.
...I’m struck by the thought of using some of the bad ideas. I’m thinking; there’s an ammo depot that got captured during a recent retreat, the AI is heavily dug in with autocannons and nearly wiped out recon when they approached. A tank platoon is coming up to level the place, given there’s been no indication that they have anything heavy enough to break through their armor, but there are a number of abandoned firebases in the area with the artillery and other equipment that could level the tanks if they can get it armed and operational. CAS is available but spotty; the skies are contested. They can’t get at the depot between hostile AA positions in the surrounding land and hostile fighter support, hence sending the tanks. There are two win conditions; either find and wipe out the enemy AA positions so that Air can level the place, or prevent the enemy from bringing enough AT back to the depot to drive off the tanks, which move in on a timer regardless. You do not get close to the depot, that is death, a squad of twelve scouted the place and only four made it back, and them only because they were in an armored vehicle and bugged out at speed.
Glad you made this, I've tried eden a few times and all the documentation I could find on making missions was just more or less "all you have to do is have the same base knowledge as a bohemia mission developer and it's easy! :)"
I dont even see myself ever creating a mission but i like seeing how its made. gives a good perspective on all the work that has to be done and how to differenciate between a good and a bad op.
This is a certainly helpful guide and I'm totally looking forward for more. I've been putting quite a few hours into the eden editor recently and I've barely scratched the surface.
Yes, Rimmy! More! More hints and tips. I've recently started running ops for the 501st and 40k Salamanders units and I want to get better. So I shall eagerly await more videos on this! Thanks man!
For the Dark Gods!
Thank you Rimmy, this was a excellent watch. As a programmer I tend to make things for other people and while I just enjoy them using it so this video was a good starting point
I know this might not be seen but Rimmy you have inspired me to not only be a UA-camr but also make my own Arma 3 operations! Just about a week ago I made an Arma 3 operation for three of my friends set in Fallout and it went well! Only a few hiccups nothing as bad as a fustercluck. I was very proud of myself now I've watched this video like 5 times a week when making my current op. I've been trying my best to use many of these features you use and I just thought I should tell you. Thank you :D
This was actually really helpful because I have been trying to work on operations for a small group of my friends. I had always pretty much built the operations in the Zeus editor, but now I am gonna have to try to experiment with the eden editor more with building them now
You just saved my life with that script for the box, the amount of time spent manually doing it....
I like these types of videos! It’s really useful for understanding what makes a mission good or terrible.
I have a little over a year of experience and just started using LAMBS. I have too say this video was very helpful and should make my missions way more enjoyable.
I run a group and learning to set up autonomous missions would be amazing. I accepted that I would probably never see the field again when I started it, but this would both let me participate and personally help enhance the experience for my players.
I have no intention of ever making an Arma op. Heck, I have never even played Arma, but who can say no to Rimmy's smooth voice speaking
enthusiastically
about something for 29 minutes?
All I'm saying is an updated mission making video with lessons learned over the past year would be pretty dope.
I don't plan on makeing an ARMA 4 multiplayer operation, but this was still really interesting. A peek under the hood for those of us who enjoy your arma videos.
A couple friends and I play arma under the flag of a small unit, and this video helped me transition away from relying on zeus, towards using eden. I'd love to see another video going more indepth into the AI and what they can do. Keep up the good work Mr. Rimmy!
Rimmy is educating the world. One operation at a time
Yo Rimmy. You have been a serious inspiration for my operations.
None have ever seen use, but I would love to learn more from your operations. Thanks to this video I'll be checking out LAMBS and triggers.
In a mission that includes defending a object or location, you most always have a zeus to make it interesting.
Lovely guide. I do have a suggestion on how to use the Support Fire tab. It could work in more of a scenic role, like bombarding around the players at a safe distance. You could also combine that with the "no mines minefield" trick, so they think there are mines without having to need a Zeus spawn them in when a whole squad is already knee deep past the warning sign.
Hey its Rimmy not screaming death into my eardrums, i quite like this pleasant change mate, i give it a nah yeah out of four nah's keep up the good work!
Mh! Just the right amount of salt sprinkled inbetween the vid for a good evening meal. 5:20 was so tasty! Let's see how many more missions we manage to cluck this year in the way you least expect it.
Please do more of those tutorials. I've learned so much new stuff in this single video, even though I've got around 1000hrs in Arma already...
I'm learning and planning a few operations for a clan I'm in and well, suffice it to say having these vids from you would be an awesome big help :).
i hope to see more stuff like this so we can have more good ops, it may even bring new life into the game since more people can start small groups and make fun ops
I am not even playing arma and its player OP yet i still found this video very interesting.
as a programmer, I heard the advice "program smart, not 10.000 lines"(something like that) this vid feel kind of similar
Good stuff man, I'd love to see more of this kinda thing. I'm getting back into arma after years away and anything eden related I'm consuming feverishly.
Don’t play this game, don’t plan on playing it, but this is a great video.
I came back to this video after 2 years and I remember how this really got me into Arma Editor
25:10 Do you have any video explaining this further? I can't quite seem to get the system to work right. Either the troops won't load when they're supposed to, or the Heli will leave too soon. How exactly do I need to set up the waypoints?
Yes, we want to see more,. Teach me, oh almighty zeus
Just want to say rimmy, your video essays on this are what we use in my unit to help teach our more fledgeling people (partly because explaining is a pain in the ass) but also because we dont like using Zeus since most of us didnt have it back in the day.
5:20 Dude, seriously, that is so exactly on point. It still happens and not only on my missions.
Although I don't really play Arma 3, I haven't in a very long time, from scripting and making the ai react realistically and the cost saving measures I find very interesting from my programming background. I've always found these videos enjoyable even if I don't play the game much myself.
Cannot recommend enough learning a little SQF just for some snippets to do some of the more specific things you might do. A good one I've used for arty, snipers as spotters, take away all their ammo. Within a trigger, check if snipers know about the players, if they do, fire artillery at a presited location. Whatever you write, save it for later use.
More tips and tricks gets my vote for future content!
Would be pretty cool to have these kind of videos to help with mission making more often,rimmy is pretty good at explaning so i wouldnt mind seeing these more in the future.