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_sherlock_

3d editor to 2d editor and how to make it work in MP

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Hello everyone

I recently got into making missions and templates. I used the 3d editor for some of them. I basically followed these 3 instructional videos to the letter:

Many thanks to ApocalypseDan for making them.

Everything works up untill I try to export the mission to MP. If the map is hosted everything that was placed in the 2d editor (mainly squadmembers and their loadout that cannot be edited in the 3d editor) do not appear and the mission is not playable. All objects that were placed in the 3d editor as displayed fine and even the preview in the 2d editor works.

Does anyone have an idea what I might be doing wrong or what I'll have to do in order to get it working.

Thanks for any potential answers.

Edited by _sherlock_

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Does no one have any ideas? Is this the wrong forum for this particular problem?

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My advice to you is to stay away from the 3D editor. It has many bugs and results in many problems. The reason why no one is able to answer you is due to the fact that almost no one uses the 3D editor. Arma III will feature a fully functioning 3D editor. Sorry, but can't help you with your problem here.

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How do other people build map templates? I thought they used the 3d editor for that.

Anyway, thanks for the response.

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How do other people build map templates? I thought they used the 3d editor for that.

Anyway, thanks for the response.

Using the 2D editor!

As Bigshot says... stay away from the 3D editor. Do all your testing in the 2D editor. There's ways to place objects at height in the 2D editor if you want to... it just requires a little bit of experimenting and some code.

Place this in an objects init.....and adjust the height.

this setpos [(getpos this) select 0,(getpos this) select 1,[b][i]height[/i][/b]];

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I don't know why you guys are so against the 3D Editor. As buggy and unfinished as it may be it can still serve a very useful purpose. I find it much easier to construct bases, outposts, anything like that using the 3D Editor, then I just convert the mission.sqf generated from the 3D Editor into a mission.sqm, and merge it with my main mission file.

I've done this many times before and it works flawlessly, and many times has it been a godsend.

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