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Arma 3

Guides and tips for setting up and optimizing your Arma 3 server.
By Derek
β€’ 15 articles

Configuring an Arma 3 Server in Voltic Game Panel

Once your Arma 3 server is set up, you’ll need to configure key settings, set up mission files, and optimize the server for the best gameplay experience. This guide will walk you through customizing server settings, setting up missions, and enabling battleye and whitelists using VolticHost Game Panel. πŸ“Œ Prerequisites - An Arma 3 server purchased at VolticHost.com - Access to VolticHost Game Panel - Steam account (optional for mission files and mods) 1️⃣ Configuring Server Settings 1. Log in to VolticHost Game Panel. 2. Click on your Arma 3 server. 3. Navigate to the File Manager tab. 4. Open: /A3Server/config/server.cfg 5. Modify the basic server settings: hostname = "VolticHost | Custom Arma 3 Server"; password = ""; maxPlayers = 40; motd[] = {"Welcome to VolticHost's Arma 3 Server!", "Follow the rules and enjoy!"}; voteThreshold = 0.5; disableVoN = 0; // Enable voice chat 6. Click Save File and restart the server. βœ… Your Arma 3 server settings are now customized! 2️⃣ Setting Up Missions 1. Navigate to: /mpmissions/ 2. Upload or place your mission files (.pbo) here. 3. Open the server.cfg file again and find: class Missions { class Mission1 { template = "yourmission.Altis"; difficulty = "Regular"; }; }; 4. Change "yourmission.Altis" to match your uploaded mission file. 5. Click Save File and restart the server. βœ… Your Arma 3 mission is now active on the server! 3️⃣ Enabling BattleEye and Whitelisting Players To protect your server and restrict access to trusted players: 1. Open the server.cfg file in File Manager. 2. Locate or add the following lines: battleye = 1; // Enable BattleEye anti-cheat verifySignatures = 2; // Enforce signed mods only allowedFilePatching = 0; // Prevent unauthorized client-side modifications 3. To whitelist specific players, create or edit: /A3Server/config/whitelist.txt 4. Add Steam IDs of players who should have access: 76561198012345678 76561198123456789 5. Click Save File and restart the server. βœ… Your Arma 3 server now has enhanced security and access control! 4️⃣ Restarting the Server to Apply Changes 1. Navigate to the Console tab in VolticHost Game Panel. 2. Click Stop to shut down the server. 3. Wait a few seconds, then click Start to launch the updated server. βœ… Your Arma 3 server is now live with the new settings! πŸŽ‰ Conclusion You've successfully configured your Arma 3 server, set up custom missions, enabled BattleEye security, and created a player whitelist using VolticHost Game Panel! Your server is now optimized for multiplayer gameplay, tactical missions, and mod support. πŸš€ For more assistance, contact VolticHost Support.

Last updated on Feb 13, 2025

Enabling and Configuring Headless Clients on an Arma 3 Server

Headless Clients (HCs) allow you to offload AI processing from the main server to a separate client, improving performance and reducing lag on large-scale missions. This is especially useful for PvE, MILSIM, and custom mission servers that rely heavily on AI units. This guide will walk you through enabling headless clients, configuring server settings, and verifying connections using VolticHost Game Panel. πŸ“Œ Prerequisites - An Arma 3 server purchased at VolticHost.com - Access to VolticHost Game Panel - (Optional) A second game server or PC to run the Headless Client 1️⃣ Enabling Headless Clients on Your Server 1. Log in to VolticHost Game Panel. 2. Click on your Arma 3 server. 3. Navigate to the File Manager tab. 4. Open: /A3Server/config/server.cfg 5. Add or modify these lines to enable Headless Client support: headlessClients[] = {"127.0.0.1"}; localClient[] = {"127.0.0.1"}; battleyeLicense = 1; 6. Click Save File. βœ… Your server is now set to allow Headless Clients! 2️⃣ Assigning AI to the Headless Client in Missions To offload AI to a Headless Client, the mission file (.pbo) must support it. 1. Open your mission’s .pbo file using a PBO Manager. 2. Find or add the init.sqf file inside the mission folder. 3. Add the following script to move AI to the Headless Client: if (!isServer && !hasInterface) then { while {true} do { _units = allGroups select {side _x == east || side _x == west}; { if (!isNull _x) then { [_x] joinSilent (group HC_Unit); }; } forEach _units; sleep 10; }; }; 4. Save and repackage the .pbo file. 5. Upload the updated mission file to: /mpmissions/ 6. Open the server.cfg file and ensure the mission is set correctly. βœ… AI units will now be offloaded to the Headless Client! 3️⃣ Running a Headless Client on Your Server 1. Navigate to Startup Settings in VolticHost Game Panel. 2. Locate the Additional Arguments section. 3. Add the following parameter to launch a Headless Client: -client -connect=127.0.0.1 -port=2302 -password=yourpassword -mod= 4. Click Save Changes. βœ… Your Headless Client will now connect when the server starts! 4️⃣ Verifying the Headless Client is Running 1. Open the Console tab in VolticHost Game Panel. 2. Look for a log entry similar to: 16:24:15 Dedicated client "HC_Unit" connected (127.0.0.1:2302). 3. If the Headless Client does not connect, restart the server and check logs for errors. βœ… Your Headless Client is now running and handling AI tasks! 5️⃣ Restarting the Server to Apply Changes 1. Navigate to the Console tab in VolticHost Game Panel. 2. Click Stop to shut down the server. 3. Wait a few seconds, then click Start to launch the updated server. βœ… Your Arma 3 server is now optimized with Headless Clients! πŸŽ‰ Conclusion You've successfully enabled and configured a Headless Client, assigned AI units, and optimized performance using VolticHost Game Panel! This will reduce server lag, improve AI responsiveness, and create a smoother gameplay experience for large-scale missions. πŸš€ For more assistance, contact VolticHost Support.

Last updated on Feb 13, 2025

Configuring Custom Loadouts for an Arma 3 Server

Custom player loadouts allow you to control what gear players spawn with, ensuring balanced gameplay, MILSIM realism, or role-based kits. Using Arma 3’s scripting system, you can assign default weapons, uniforms, and equipment for different player roles. This guide will walk you through setting up custom loadouts, applying them to specific player slots, and ensuring they load correctly using VolticHost Game Panel. πŸ“Œ Prerequisites - An Arma 3 server purchased at VolticHost.com - Access to VolticHost Game Panel - Basic knowledge of Arma 3 scripting (.sqf files) 1️⃣ Creating a Custom Loadout Script 1. Log in to VolticHost Game Panel. 2. Navigate to File Manager. 3. Open or create the init.sqf file in: /mpmissions/your_mission.Altis/init.sqf 4. Add the following example custom loadout script: if (player == leader group player) then { removeAllWeapons player; removeAllItems player; removeAllAssignedItems player; removeUniform player; removeVest player; removeBackpack player; removeHeadgear player; removeGoggles player; player forceAddUniform "U_B_CombatUniform_mcam"; player addVest "V_PlateCarrier1_rgr"; player addBackpack "B_AssaultPack_rgr"; player addHeadgear "H_HelmetB"; player addWeapon "arifle_MX_F"; player addMagazine "30Rnd_65x39_caseless_mag"; player addMagazine "30Rnd_65x39_caseless_mag"; player addItem "FirstAidKit"; player linkItem "ItemMap"; player linkItem "ItemCompass"; player linkItem "ItemWatch"; player linkItem "NVGoggles"; }; 5. Save the file and restart the server. βœ… Players will now spawn with a pre-configured loadout! 2️⃣ Assigning Loadouts to Specific Roles To customize loadouts for different classes (e.g., rifleman, medic, sniper): 1. Open init.sqf again. 2. Modify the script to check player roles: if (player getVariable ["role", ""] == "medic") then { player addWeapon "arifle_MXC_F"; player addItem "Medikit"; } else { player addWeapon "arifle_MX_F"; }; 3. Save the file and restart the server. βœ… Different roles will now receive unique loadouts! 3️⃣ Applying Loadouts to Respawning Players To ensure players keep their custom loadouts after dying, add this to init.sqf: player addEventHandler ["Respawn", { _player = _this select 0; execVM "loadouts.sqf"; }]; 1. Create a new file loadouts.sqf in File Manager. 2. Copy and paste the original loadout script into loadouts.sqf. 3. Save the file and restart the server. βœ… Custom loadouts will now apply on respawn! 4️⃣ Restarting the Server to Apply Changes 1. Navigate to the Console tab in VolticHost Game Panel. 2. Click Stop to shut down the server. 3. Wait a few seconds, then click Start to relaunch with the updated loadouts. βœ… Your Arma 3 server is now running with fully customized player loadouts! πŸŽ‰ Conclusion You've successfully configured custom player loadouts, assigned kits to different roles, and ensured they persist after respawn using VolticHost Game Panel! Players will now spawn with predefined gear, making gameplay more immersive and balanced. πŸš€ For more assistance, contact VolticHost Support.

Last updated on Feb 13, 2025

Setting Up Zeus on an Arma 3 Server

Zeus is a real-time mission control system that allows designated players to create objectives, spawn AI, control battles, and manage the game world dynamically. It’s an essential tool for MILSIM, roleplay, and custom operations. This guide will walk you through enabling Zeus, assigning Zeus roles, and configuring advanced Zeus settings using VolticHost Game Panel. πŸ“Œ Prerequisites - An Arma 3 server purchased at VolticHost.com - Access to VolticHost Game Panel - A mission file (.pbo) with Zeus functionality or editing capability 1️⃣ Enabling Zeus in the Mission File Zeus is not enabled by default in most missions. You must either edit an existing mission or create a new one with Zeus access. Method 1: Enabling Zeus in an Existing Mission 1. Log in to VolticHost Game Panel. 2. Navigate to File Manager. 3. Locate your mission file (.pbo) inside: /mpmissions/ 4. Extract the .pbo using PBO Manager or a similar tool. 5. Open the extracted folder and find mission.sqm. 6. Add the following Zeus module inside the "Entities" section: class Item0 { position[]={1000,5,1000}; // Change coordinates if needed class Attributes { name="Zeus"; isGlobal=1; owner=""; forced=1; }; }; 7. Save and repackage the .pbo. 8. Upload it back to /mpmissions/. βœ… Zeus is now enabled in the mission file! Method 2: Creating a New Zeus Mission in the Editor 1. Launch Arma 3 and go to the Eden Editor. 2. Place a Game Master module (Modules > Zeus > Game Master). 3. Set the module to: - Owner: {#adminLogged} (or a specific player slot) - Force Interface: Yes - Allow All Objects: Yes 4. Save the mission and export it as a Multiplayer Mission (.pbo). 5. Upload it to: /mpmissions/ 6. Open the server.cfg file in File Manager and set the mission name: class Missions { class Mission1 { template = "your_zeus_mission.Altis"; difficulty = "Regular"; }; }; βœ… Zeus is now added and ready to use! 2️⃣ Assigning Zeus Access to Players By default, only admins have Zeus access. To allow specific players to use Zeus: 1. Open the server.cfg file in File Manager. 2. Add the SteamID64 of each authorized player: adminWhitelist[] = {"76561198012345678", "76561198123456789"}; 3. Alternatively, assign Zeus access dynamically using a command: serverCommand "#login ZeusPlayerSteamID"; 4. Save the file and restart the server. βœ… Your specified players now have Zeus access! 3️⃣ Configuring Zeus Advanced Settings To customize Zeus permissions and visibility, modify the Zeus module settings in the mission file: - Limited Vision Mode: Prevents Zeus from seeing the whole map. - Restricted Object Placement: Limits what Zeus can spawn. - AI Control Enabled: Allows Zeus to take over AI units. - Objective Markers: Enables Zeus to mark waypoints for players. These settings improve immersion and balance Zeus control in multiplayer missions. βœ… Zeus is now fully customized for your server! 4️⃣ Restarting the Server to Apply Changes 1. Navigate to the Console tab in VolticHost Game Panel. 2. Click Stop to shut down the server. 3. Wait a few seconds, then click Start to relaunch with Zeus enabled. βœ… Your Zeus mission is now live! πŸŽ‰ Conclusion You've successfully enabled Zeus, assigned Zeus roles, and configured advanced settings using VolticHost Game Panel! Your server is now ready for real-time mission editing, dynamic AI control, and immersive MILSIM operations. πŸš€ For more assistance, contact VolticHost Support.

Last updated on Feb 13, 2025

Optimizing AI Behavior and Performance on an Arma 3 Server

AI units in Arma 3 can heavily impact server performance, especially in large-scale MILSIM, PvE, or co-op missions. By optimizing AI behavior, you can improve server FPS, enhance combat realism, and reduce unnecessary resource usage. This guide will walk you through adjusting AI settings, reducing CPU load, and fine-tuning AI difficulty using VolticHost Game Panel. πŸ“Œ Prerequisites - An Arma 3 server purchased at VolticHost.com - Access to VolticHost Game Panel - (Optional) A mission file (.pbo) to modify AI behavior 1️⃣ Adjusting AI Skill and Difficulty The AI difficulty settings control how accurate and responsive AI soldiers are. 1. Log in to VolticHost Game Panel. 2. Navigate to File Manager. 3. Open the server.cfg file: /A3Server/config/server.cfg 4. Modify the AI difficulty settings: skillAI = 0.75; // Default is 0.5, higher values make AI more skilled precisionAI = 0.3; // Lower values reduce AI aimbot-like accuracy 5. Save the file and restart the server. βœ… Your AI is now more balanced for a realistic experience! 2️⃣ Reducing AI CPU Load for Better Performance Excessive AI calculations can cause server lag, especially with hundreds of units. 1. Open: /A3Server/config/server.cfg 2. Add the following settings to reduce unnecessary AI calculations: maxUnits = 100; // Limits total AI on the server autoAI = false; // Prevents AI from being automatically added to missions 3. Save the file and restart the server. βœ… Your server will now run smoother with reduced AI strain! 3️⃣ Using Headless Clients to Offload AI Processing If you use large AI battles, a Headless Client (HC) can help distribute AI load across multiple CPU threads. 1. Follow the Headless Client setup tutorial (previously provided). 2. Assign AI to the Headless Client in the mission file (init.sqf): if (!isServer && !hasInterface) then { while {true} do { _units = allGroups select {side _x == east || side _x == west}; { if (!isNull _x) then { [_x] joinSilent (group HC_Unit); }; } forEach _units; sleep 10; }; }; 3. Save and restart the server. βœ… AI units will now be handled by the Headless Client, reducing main server CPU load! 4️⃣ Disabling Unnecessary AI Features Some AI features can be disabled to further reduce CPU usage. 1. Open the server.cfg file again. 2. Add the following lines: disableRemoteSensors = 1; // Reduces AI tracking calculations disableAI = "FSM"; // Disables AI Finite State Machines (reduces unnecessary AI movement logic) 3. Save and restart the server. βœ… Your AI is now optimized for both performance and realism! 5️⃣ Restarting the Server to Apply Changes 1. Navigate to the Console tab in VolticHost Game Panel. 2. Click Stop to shut down the server. 3. Wait a few seconds, then click Start to relaunch with the optimized AI settings. βœ… Your Arma 3 server now runs AI more efficiently with improved performance! πŸŽ‰ Conclusion You've successfully optimized AI behavior, reduced CPU load, and fine-tuned AI difficulty using VolticHost Game Panel! Your Arma 3 server will now have smoother performance and more immersive AI battles. πŸš€ For more assistance, contact VolticHost Support.

Last updated on Feb 13, 2025

Implementing a Logistics System in an Arma 3 Server

A logistics system allows players to transport supplies, manage fuel, and deploy assets dynamically, enhancing realism in MILSIM, roleplay, and tactical servers. This system ensures players must coordinate resupply efforts, refuel vehicles, and transport gear efficiently. This guide will walk you through setting up supply crates, refueling stations, and cargo transport mechanics using VolticHost Game Panel. πŸ“Œ Prerequisites - An Arma 3 server purchased at VolticHost.com - Access to VolticHost Game Panel - A mission file (.pbo) to modify logistics features 1️⃣ Creating Resupply Crates for Players Supply crates provide ammunition, medical supplies, and repair kits for players in the field. 1. Log in to VolticHost Game Panel. 2. Navigate to File Manager. 3. Open or create init.sqf inside your mission folder: /mpmissions/your_mission.Altis/init.sqf 4. Add this script to spawn supply crates at base: _supplyCrate = createVehicle ["Box_NATO_Ammo_F", getMarkerPos "supply_base", [], 0, "NONE"]; clearMagazineCargoGlobal _supplyCrate; clearWeaponCargoGlobal _supplyCrate; _supplyCrate addItemCargoGlobal ["FirstAidKit", 10]; _supplyCrate addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag", 20]; _supplyCrate addWeaponCargoGlobal ["arifle_MX_F", 2]; 5. Save the file and restart the server. βœ… Players can now collect supplies from the base! 2️⃣ Setting Up a Mobile Logistics System To allow players to deploy supply crates anywhere, set up airdrop or truck delivery mechanics: 1. Open init.sqf again. 2. Add a script to create a mobile supply drop: supplyDrop = { _position = getPos player; _crate = createVehicle ["Box_NATO_Ammo_F", _position, [], 0, "NONE"]; _crate setPos [_position select 0, _position select 1, 0]; }; player addAction ["Request Supply Drop", supplyDrop]; 3. Save the file and restart the server. βœ… Players can now call in supply drops anywhere on the map! 3️⃣ Implementing a Vehicle Refueling System To make fuel a tactical resource, enable refueling stations and tanker trucks: 1. Open init.sqf. 2. Add a refueling station at the base: _fuelStation = createVehicle ["Land_FuelStation_01_pump_F", getMarkerPos "fuel_base", [], 0, "NONE"]; 3. Add an interaction to refuel vehicles: refuelVehicle = { _vehicle = cursorTarget; if (_vehicle isKindOf "LandVehicle") then { _vehicle setFuel 1; hint "Vehicle refueled!"; }; }; player addAction ["Refuel Vehicle", refuelVehicle]; 4. Save and restart the server. βœ… Players can now refuel vehicles at designated stations! 4️⃣ Enabling Logistics Truck Deployment To transport supplies via truck, create a logistics vehicle with cargo loading: 1. Open init.sqf. 2. Add a logistics truck: _logiTruck = createVehicle ["B_Truck_01_transport_F", getMarkerPos "logi_spawn", [], 0, "NONE"]; _logiTruck setVehicleVarName "Logi_Truck"; 3. Allow players to load/unload supplies: loadSupplies = { _supplyCrate = nearestObject [player, "Box_NATO_Ammo_F"]; if (!isNull _supplyCrate) then { _supplyCrate attachTo [Logi_Truck, [0, -2, 1]]; hint "Supplies loaded onto truck!"; }; }; unloadSupplies = { detach _supplyCrate; hint "Supplies unloaded!"; }; player addAction ["Load Supplies", loadSupplies]; player addAction ["Unload Supplies", unloadSupplies]; 4. Save and restart the server. βœ… Players can now load and transport supply crates using logistics trucks! 5️⃣ Restarting the Server to Apply Changes 1. Navigate to the Console tab in VolticHost Game Panel. 2. Click Stop to shut down the server. 3. Wait a few seconds, then click Start to relaunch with the logistics system. βœ… Your Arma 3 server now includes a fully functional logistics system! πŸŽ‰ Conclusion You've successfully implemented a logistics system, enabled supply drops, created fuel stations, and added vehicle cargo loading using VolticHost Game Panel! This enhances MILSIM, RP, and large-scale operations by adding strategic supply management and realism. πŸš€ For more assistance, contact VolticHost Support.

Last updated on Feb 13, 2025

Setting Up a Custom Faction System on an Arma 3 Server

Custom factions allow you to create unique teams with specific loadouts, vehicles, and objectives, making your MILSIM, PvE, or RP experience more immersive. By modifying the mission file and configuration settings, you can assign players to custom factions with their own gear and roles. This guide will walk you through creating a custom faction, assigning units, and applying it to your server using VolticHost Game Panel. πŸ“Œ Prerequisites - An Arma 3 server purchased at VolticHost.com - Access to VolticHost Game Panel - Basic knowledge of Arma 3 scripting (.sqf files) 1️⃣ Creating a Custom Faction in Description.ext 1. Log in to VolticHost Game Panel. 2. Navigate to File Manager. 3. Open or create description.ext inside your mission folder: /mpmissions/your_mission.Altis/description.ext 4. Add the following faction definitions: class CfgFactionClasses { class CustomFaction_BLUFOR { displayName = "Task Force Falcon"; priority = 3; side = 1; // 0 = OPFOR, 1 = BLUFOR, 2 = Independent }; class CustomFaction_OPFOR { displayName = "Insurgents"; priority = 3; side = 0; }; }; 5. Save the file. βœ… Your custom factions are now defined in the mission! 2️⃣ Assigning Units to a Custom Faction To assign units, vehicles, and gear to the new faction: 1. Open or create init.sqf inside the mission folder: /mpmissions/your_mission.Altis/init.sqf 2. Add this script to assign a unit to a custom faction: if (side player == west) then { player setVariable ["faction", "CustomFaction_BLUFOR"]; } else { player setVariable ["faction", "CustomFaction_OPFOR"]; }; 3. Save the file and restart the server. βœ… Players now spawn as members of their assigned faction! 3️⃣ Adding Custom Faction Loadouts To ensure each faction spawns with unique gear, modify loadouts.sqf: 1. Open or create loadouts.sqf inside: /mpmissions/your_mission.Altis/loadouts.sqf 2. Define faction-based loadouts: if (player getVariable ["faction", "CustomFaction_BLUFOR"]) then { removeAllWeapons player; player addWeapon "arifle_MX_F"; player addVest "V_PlateCarrier1_rgr"; player addBackpack "B_AssaultPack_rgr"; player addItem "FirstAidKit"; }; if (player getVariable ["faction", "CustomFaction_OPFOR"]) then { removeAllWeapons player; player addWeapon "arifle_AKM_F"; player addVest "V_TacVest_blk"; player addBackpack "B_FieldPack_blk"; player addItem "FirstAidKit"; }; 3. Save the file and restart the server. βœ… Players now receive faction-specific gear on spawn! 4️⃣ Assigning Custom Faction Vehicles To give each faction their own vehicles, modify init.sqf: 1. Open init.sqf inside: /mpmissions/your_mission.Altis/init.sqf 2. Add vehicle assignments: if (player getVariable ["faction", "CustomFaction_BLUFOR"]) then { _veh = createVehicle ["B_MRAP_01_F", getMarkerPos "blufor_spawn", [], 0, "NONE"]; _veh setVehicleVarName "BLUFOR_MRAP"; }; if (player getVariable ["faction", "CustomFaction_OPFOR"]) then { _veh = createVehicle ["O_MRAP_02_F", getMarkerPos "opfor_spawn", [], 0, "NONE"]; _veh setVehicleVarName "OPFOR_MRAP"; }; 3. Save the file and restart the server. βœ… Each faction now has its own dedicated vehicles! 5️⃣ Restarting the Server to Apply Changes 1. Navigate to the Console tab in VolticHost Game Panel. 2. Click Stop to shut down the server. 3. Wait a few seconds, then click Start to relaunch with the new faction system. βœ… Your Arma 3 server now runs with custom factions and role-based kits! πŸŽ‰ Conclusion You've successfully created custom factions, assigned units, added faction-specific gear, and configured faction-based vehicles using VolticHost Game Panel! Players now experience a fully customized military operation with role-based teams. πŸš€ For more assistance, contact VolticHost Support.

Last updated on Feb 13, 2025

Creating a Simple Mission in Eden Editor

The Eden Editor in Arma 3 is a powerful tool that allows you to create custom missions with ease. In this tutorial, we'll cover the basics of setting up a simple mission, placing units, and adding objectives. πŸ“Œ Prerequisites - A copy of Arma 3 installed. - Access to the Eden Editor in Arma 3. 1️⃣ Setting Up Your Mission 1. Open the Eden Editor - Launch Arma 3 and select Editor from the main menu. - Choose a map (e.g., Altis, Stratis, or any installed terrain). 2. Place Playable Units - Click on the Entities menu (left side of the screen). - Select BLUFOR > NATO > Men > Rifleman. - Click on the map to place your unit. - In the Attributes menu, set the unit as Player or Playable (for multiplayer). βœ… You have successfully placed a player unit! 2️⃣ Adding Enemy Units 1. Select Enemy Faction - Select OPFOR > CSAT > Men > Rifleman. - Place a few enemy units near the player’s location. 2. Group Enemies Together - Select multiple units, right-click, and choose Group to make them work together. βœ… Enemies have been placed and grouped! 3️⃣ Creating an Objective 1. Add an Area to Capture - Go to Markers (top bar) and select a flag marker. - Place it on the objective location. 2. Create a Trigger for Victory - Click Triggers (left menu) and place a new trigger. - Set Activation to BLUFOR and Once. - Adjust the size to cover the area. - Under On Activation, enter: hint "Mission Complete!"; endMission "END1"; βœ… Mission objective is now functional! 4️⃣ Testing and Saving 1. Save Your Mission - Click Save and name your mission. 2. Test Your Mission - Click Play Scenario to test the mission. - Adjust AI positions, triggers, or objectives as needed. βœ… Mission successfully tested and saved! πŸŽ‰ Conclusion Congratulations! πŸŽ‰ You’ve successfully created a simple mission in Arma 3 using the Eden Editor. From here, you can expand by adding more objectives, vehicles, or scripting custom events. For more assistance, contact VolticHost Support. πŸš€

Last updated on Feb 13, 2025

Adding AI Enemies and Patrols in Arma 3

Enhancing your mission with AI enemies and patrols adds challenge and immersion. This tutorial will guide you through setting up AI units, creating patrol routes, and configuring their behavior. πŸ“Œ Prerequisites - A copy of Arma 3 installed. - A mission set up in the Eden Editor. 1️⃣ Placing AI Units 1. Open Your Mission in Eden Editor - Launch Arma 3 and open the Editor. - Load your existing mission or start a new one. 2. Select Enemy Units - Open the Entities menu on the left. - Navigate to OPFOR > CSAT > Men > Rifleman. - Click on the map to place the unit. 3. Adjust Unit Behavior - Select the placed unit and open the Attributes menu. - Under Skill, adjust values for accuracy, spotting, and courage. - Under Behavior, set the unit to Safe, Aware, Combat, or Stealth depending on your mission’s needs. βœ… You have successfully placed an AI enemy! 2️⃣ Creating AI Patrols 1. Place Additional Units - Add multiple OPFOR units in the same area. - Group them together by selecting all units, right-clicking, and choosing Group. 2. Add Waypoints for Patrolling - Click the Waypoints menu. - Select Move and click on the map where you want the unit to patrol. - Add multiple waypoints to create a patrol route. 3. Set Waypoint Behavior - Click on each waypoint and adjust Combat Mode and Speed Mode. - Set the last waypoint to Cycle so the patrol repeats indefinitely. βœ… AI patrol is now active! 3️⃣ Fine-Tuning AI Behavior 1. Enable AI Reactions - Select the AI unit and go to Attributes > AI Behavior. - Enable or disable features like pathfinding, cover-seeking, or flanking behavior. 2. Use Triggers to Activate AI - Place a Trigger from the Entities menu. - Set Activation to BLUFOR and Once. - Under On Activation, enter: {_x setCombatMode "RED"} forEach units group this; - This will make the AI engage the player once detected. βœ… AI behavior is now responsive! πŸŽ‰ Conclusion You have successfully added AI enemies and patrols to your Arma 3 mission! These units will now guard locations, patrol routes, and react dynamically to player actions. For more assistance, contact VolticHost Support. πŸš€

Last updated on Feb 13, 2025

Creating a Custom Loadout for Players in Arma 3

Custom loadouts allow you to equip players with specific weapons, gear, and items for your mission. This tutorial will show you how to create and apply a custom loadout in the Eden Editor. πŸ“Œ Prerequisites - A copy of Arma 3 installed. - A mission set up in the Eden Editor. 1️⃣ Placing and Selecting a Unit 1. Open Your Mission in Eden Editor - Launch Arma 3 and open the Editor. - Load your existing mission or start a new one. 2. Place a Playable Unit - Open the Entities menu on the left. - Navigate to BLUFOR > NATO > Men > Rifleman. - Click on the map to place the unit. βœ… Your playable unit is placed! 2️⃣ Customizing the Loadout Using Arsenal 1. Open the Arsenal Interface - Select the unit you placed. - Click on Attributes > Object: Identity > Arsenal. - Click Open Arsenal. 2. Customize Weapons and Gear - Select a Primary Weapon, Sidearm, and Launcher. - Add attachments like scopes, suppressors, and laser sights. - Customize gear such as uniforms, vests, backpacks, and helmets. 3. Save and Apply the Loadout - Click Export and copy the generated script. - Close Arsenal and navigate to Unit Attributes > Initialization. - Paste the exported script into the Initialization field. βœ… Your unit now has a custom loadout! 3️⃣ Applying Custom Loadouts via Scripts 1. Use a Loadout Script in the Init File - Open the File Manager in the Eden Editor. - Navigate to your mission folder and create/edit init.sqf. - Add the following code: this removeAllWeapons; this addWeapon "arifle_MX_F"; this addMagazine "30Rnd_65x39_caseless_mag"; this addItemToVest "FirstAidKit"; - Save the file. 2. Apply Loadout to Multiple Units - Select multiple units and go to Attributes > Initialization. - Paste the same loadout script for uniform loadouts. βœ… Loadouts are now applied to all selected units! πŸŽ‰ Conclusion You have successfully created and applied a custom loadout in Arma 3! Now your players can start missions with pre-set gear, enhancing realism and gameplay. For more assistance, contact VolticHost Support. πŸš€

Last updated on Feb 13, 2025

Setting Up Tasks and Objectives in Arma 3

Adding tasks and objectives to your mission makes gameplay structured and engaging. This tutorial will guide you through creating and assigning tasks using the Eden Editor. πŸ“Œ Prerequisites - A copy of Arma 3 installed. - A mission set up in the Eden Editor. 1️⃣ Creating a Task 1. Open Your Mission in Eden Editor - Launch Arma 3 and open the Editor. - Load your existing mission or start a new one. 2. Place a Task Module - Open the Entities menu on the left. - Navigate to Systems > Modules > Scenario Flow > Create Task. - Place it on the map where you want the objective. 3. Configure the Task - Double-click the module to open its settings. - Set a Task Title, Description, and Icon. - Under Owner, select All Players or a specific faction. βœ… Your task is now created! 2️⃣ Assigning a Task Automatically 1. Add a Task State Module - Open the Entities menu. - Navigate to Systems > Modules > Scenario Flow > Set Task State. - Place the module near the task module. 2. Link the Task State Module - Right-click the Task State module and select Connect > Sync To. - Click the Create Task module to establish the link. 3. Set the Task as Assigned - Open the Task State module settings. - Under State, choose Assigned. βœ… The task is now assigned to players at mission start! 3️⃣ Completing a Task via Trigger 1. Place a Trigger - Click on Entities > Triggers and place a new trigger. - Resize the trigger area to match the objective location. 2. Configure the Trigger Conditions - Set Activation to BLUFOR. - Set Trigger Type to Once. 3. Link Trigger to Task Completion - Right-click the Trigger and select Connect > Sync To. - Click on the Set Task State module. - Open the Set Task State module and change State to Succeeded. βœ… The task will now be completed when the trigger conditions are met! πŸŽ‰ Conclusion You have successfully set up tasks and objectives in Arma 3! Tasks will now guide players through mission objectives and update dynamically as they progress. For more assistance, contact VolticHost Support. πŸš€

Last updated on Feb 13, 2025

Implementing Respawn Systems in Arma 3

Adding a respawn system ensures that players can continue playing after death, improving mission flow. This tutorial will guide you through setting up respawn points and configuring respawn settings in Arma 3. πŸ“Œ Prerequisites - A copy of Arma 3 installed. - A mission set up in the Eden Editor. 1️⃣ Enabling Respawn in Mission Settings 1. Open Your Mission in Eden Editor - Launch Arma 3 and open the Editor. - Load your existing mission or start a new one. 2. Access Mission Settings - Click on Attributes > Multiplayer. - Under Respawn, select Base, Custom Position, or Instant. - Adjust the Respawn Delay to control how long players wait before respawning. βœ… Respawn is now enabled in the mission settings! 2️⃣ Adding a Respawn Point 1. Place a Respawn Marker - Open the Entities menu on the left. - Navigate to Markers > NATO (BLUFOR) > respawn_west. - Place the marker where you want players to respawn. 2. Customize Respawn Position - Rename the marker to respawn_west for BLUFOR, respawn_east for OPFOR, or respawn_guerrila for independent forces. - Adjust the position and rotation for a more controlled respawn location. βœ… Players will now respawn at the designated marker! 3️⃣ Enabling Loadout Persistence on Respawn 1. Open Description.ext File - Navigate to your mission folder. - Create or edit the description.ext file. 2. Add the Respawn Loadout Code - Add the following code to preserve player loadouts on respawn: respawn = 3; respawnOnStart = 1; respawnDelay = 5; respawnTemplates[] = {"Loadout"}; - Save the file. βœ… Players will now keep their loadouts after respawning! πŸŽ‰ Conclusion You have successfully implemented a respawn system in Arma 3! Players can now respawn at designated points and retain their loadouts, ensuring smooth gameplay. For more assistance, contact VolticHost Support. πŸš€

Last updated on Feb 13, 2025

Adding Ambient Life and Atmosphere in Arma 3

Creating an immersive environment in Arma 3 enhances realism and engagement. This tutorial will guide you through adding ambient life, including civilians, wildlife, and environmental effects. πŸ“Œ Prerequisites - A copy of Arma 3 installed. - A mission set up in the Eden Editor. 1️⃣ Adding Ambient Civilians 1. Open Your Mission in Eden Editor - Launch Arma 3 and open the Editor. - Load your existing mission or start a new one. 2. Place Civilian Units - Open the Entities menu on the left. - Navigate to Civilians > Men. - Place civilian units around towns or areas of interest. 3. Enable Random Movement - Select a civilian unit and open Attributes. - Under AI Behavior, enable Allow Path. - Set Behaviour to SAFE so they act naturally. βœ… Civilians are now present and moving in your mission! 2️⃣ Adding Wildlife and Animals 1. Place Wildlife Units - Open Entities > Animals. - Select animals such as dogs, sheep, goats, or rabbits. - Place them in fields, towns, or forests. 2. Enable Roaming Behavior - Select the animal and open Attributes. - Enable Dynamic Simulation to optimize performance. βœ… Wildlife has been added to your mission! 3️⃣ Enhancing Environment with Effects 1. Add Weather Effects - Open Systems > Environment > Weather. - Place it in your mission and set parameters for fog, overcast, or rain. 2. Adjust Time of Day - Open Attributes > General Settings. - Change the Time of Day to sunrise, midday, or sunset for different moods. 3. Enable Ambient Sounds - Place an Ambient Sound module. - Select forest, city, or battlefield sounds for realism. βœ… Your mission now has immersive weather and sounds! πŸŽ‰ Conclusion You have successfully added ambient life and atmosphere to your Arma 3 mission! Civilians, wildlife, and environmental effects will now enhance immersion and realism. For more assistance, contact VolticHost Support. πŸš€

Last updated on Feb 13, 2025

Zeus Integration in Arma 3 Missions

Zeus mode allows real-time mission editing, making it a powerful tool for dynamic gameplay. This tutorial will guide you through enabling and using Zeus in your Arma 3 mission. πŸ“Œ Prerequisites - A copy of Arma 3 installed. - A mission set up in the Eden Editor. 1️⃣ Enabling Zeus in the Mission 1. Open Your Mission in Eden Editor - Launch Arma 3 and open the Editor. - Load your existing mission or start a new one. 2. Place a Zeus Game Master Module - Open the Entities menu on the left. - Navigate to Systems > Game Master. - Place the Game Master Module anywhere on the map. 3. Assign Zeus to a Player - Double-click the Game Master Module. - Set Owner to a specific player’s name or #adminLogged for admins. - Set Default Addons to All Addons (Including Unofficial) to maximize editing capabilities. βœ… Zeus is now enabled in your mission! 2️⃣ Assigning Zeus Access to a Unit 1. Place a Playable Unit - Open Entities > BLUFOR > Men. - Place a unit and set it as Playable. 2. Link the Unit to Zeus - Right-click the Game Master Module. - Select Connect > Sync To. - Click on the playable unit to sync it to Zeus. βœ… The player is now linked as a Zeus controller! 3️⃣ Testing Zeus Functionality 1. Save and Test the Mission - Click Save and start the scenario. - Press Y to enter Zeus mode. 2. Place and Control Units - While in Zeus mode, spawn units, set waypoints, and modify AI behavior in real time. 3. Adjust Zeus Permissions (Optional) - Open Attributes > Multiplayer. - Adjust Zeus-related settings for additional control options. βœ… Zeus is now fully functional in your mission! πŸŽ‰ Conclusion You have successfully integrated Zeus into your Arma 3 mission! This feature enables real-time mission adjustments, providing a more dynamic experience for players. For more assistance, contact VolticHost Support. πŸš€

Last updated on Feb 13, 2025

Scripting Basic Events with Triggers in Arma 3

Triggers allow you to create dynamic events in your missions, such as explosions, AI reinforcements, or objective updates. This tutorial will guide you through setting up and using triggers with simple scripts in Arma 3. πŸ“Œ Prerequisites - A copy of Arma 3 installed. - A mission set up in the Eden Editor. 1️⃣ Placing a Trigger 1. Open Your Mission in Eden Editor - Launch Arma 3 and open the Editor. - Load your existing mission or start a new one. 2. Add a Trigger to the Map - Open the Entities menu on the left. - Navigate to Triggers and place a new trigger in the desired location. 3. Configure the Trigger Area - Adjust the size of the trigger using the attributes menu. - Set Activation to BLUFOR, OPFOR, or ANY depending on your needs. βœ… Your trigger is now set up and ready for scripting! 2️⃣ Adding a Scripted Event 1. Open the Trigger’s Activation Field - Double-click the placed trigger to open its properties. - In the On Activation field, enter a script to execute an event. 2. Example: Trigger an Explosion - Enter the following script to create an explosion when the trigger is activated: bomb = "Bo_GBU12_LGB" createVehicle (thisTrigger getRelPos [0,0,0]); - This will spawn a bomb at the trigger’s location upon activation. βœ… Explosion event successfully added! 3️⃣ Spawning AI with a Trigger 1. Place AI Units Off-Map - Add enemy AI units somewhere away from the action. 2. Use a Script to Move AI on Activation - Open the trigger’s On Activation field. - Enter the following script to move AI into position: { _x setPos (getMarkerPos "reinforce_pos"); } forEach units group this; - Ensure you have a marker named reinforce_pos where you want AI to spawn. βœ… Reinforcements will now arrive when triggered! πŸŽ‰ Conclusion You have successfully set up scripted events using triggers in Arma 3! Triggers can be used for explosions, AI reinforcements, and many other dynamic mission elements. For more assistance, contact VolticHost Support. πŸš€

Last updated on Feb 13, 2025