suddenlymoose 15 Posted March 22, 2014 With regards to performance, is there any practical difference atruntime between dynamically adding objects/buildings etc. to a map as part of mission initialization, and modifying the map to have the same objects permanently added? In other words, do the two alternatives result in different behavior once everything is up and running? On a related note, is there a corresponding difference for deletion of objects; i.e., with using a map with fewer objects/buildings, compared to actively removing unwanted objects at mission startup? Share this post Link to post Share on other sites
x3kj 1247 Posted March 23, 2014 On a related note, is there a corresponding difference for deletion of objects; i.e., with using a map with fewer objects/buildings, compared to actively removing unwanted objects at mission startup? Loading objects and then deleting them with scripts vs. not loading at all... Loadtime will be lower for the later. If it is that noticeable is another question, unless you delete huge amounts of objects. Share this post Link to post Share on other sites
suddenlymoose 15 Posted March 23, 2014 Loading objects and then deleting them with scripts vs. not loading at all... Loadtime will be lower for the later. If it is that noticeable is another question, unless you delete huge amounts of objects. Ah, yes, that seems logical. Do you know how the engine treats the data after it has been loaded? If there is any difference in how it is stored in memory, simulated, etc., that has an impact on performance? Share this post Link to post Share on other sites
x3kj 1247 Posted March 25, 2014 No idea... i'm just an arma3 mod beginner as well @Tool comissars: O2 / Objectbuilder has 2 untranslated functions in the "tools" menu : "Normalicaze animsomething" and another one Share this post Link to post Share on other sites
soul_assassin 1750 Posted May 29, 2014 did something happen to Addonbuilder commandline? I can't pack anything trough it anymore! Even changing to the new Arguments it spits errors out Share this post Link to post Share on other sites
peral 267 Posted May 29, 2014 I don't see the option to set a prefix in the new Addon Builder options. Was the Addon prefix taken out of the Addon Builder options? if so why was it? Just wondering. Share this post Link to post Share on other sites
m1lkm8n 411 Posted May 29, 2014 Pboproject is the way to go Seriously. You guys are pro addonmakers. Stop wasting your time and use the best tool available. http://dev.withsix.com/projects/mikero-pbodll/files?sort=created_on%3Adesc%2Cfilename Share this post Link to post Share on other sites
soul_assassin 1750 Posted May 30, 2014 Pboproject is the way to goSeriously. You guys are pro addonmakers. Stop wasting your time and use the best tool available. http://dev.withsix.com/projects/mikero-pbodll/files?sort=created_on%3Adesc%2Cfilename it does not suit our purposes. Also moving to pboproject would mean a considerable amount of own custom tools has to be rewritten. Share this post Link to post Share on other sites
LCpl Aaron 11 Posted May 31, 2014 did something happen to Addonbuilder commandline? I can't pack anything trough it anymore! Even changing to the new Arguments it spits errors outhttp://i.imgur.com/TLRrVw5.png my addon builder was crashing untill i changed the exe paths in the option menu, they were going to the Arma 3 folder and not the Arma 3 Tools folder looking for the executables. Check into that if you havent already, it got my builder working. Share this post Link to post Share on other sites
Brisse 78 Posted June 5, 2014 Sw4l I wasted hours on that silly problem and now I read your post and I just have to say thank you :D Share this post Link to post Share on other sites
gundy 10 Posted June 5, 2014 did something happen to Addonbuilder commandline? I can't pack anything trough it anymore! Even changing to the new Arguments it spits errors outhttp://i.imgur.com/TLRrVw5.png I cannot get it to work either. If I add tailing backslashes to the source and destination folder the command stops complaining about the invalid number of arguments, but then I get this: C:\Program Files (x86)\Steam\SteamApps\common\Arma 3 Tools>AddonBuilder.exe "D:\ a3\source\" "D:\a3\bin\" -PACKONLY 2014-06-05 15:54:47,019 [iNFO] - =============================================== =========================== 2014-06-05 15:54:47,027 [iNFO] - WELCOME TO ADDON BUILDER 2014-06-05 15:54:47,027 [iNFO] - =============================================== =========================== Unhandled Exception: System.ArgumentException: Illegal characters in path. at System.IO.Path.CheckInvalidPathChars(String path, Boolean checkAdditional) at System.IO.Path.IsPathRooted(String path) at AddonBuilder.BuilderCommandLine.ValidateDir(String dir, String argumentNam e, UriKind kind) at AddonBuilder.BuilderCommandLine.Parse(IEnumerable`1 args) at AddonBuilder.Startup.Main(String[] args) Share this post Link to post Share on other sites
soul_assassin 1750 Posted June 10, 2014 can anyone please confirm a working commandline pack? if so can you provide the params? I have not been able to commandline pack a single thing, either "prefix is null or missing" or "there must be only one source and one destination" errors. Share this post Link to post Share on other sites
soul_assassin 1750 Posted June 12, 2014 (edited) I can't confirm on my end, but seems here is the solution to my problem: http://feedback.arma3.com/view.php?id=19181 EDIT Nevermind still errors Edited June 12, 2014 by Soul_Assassin Share this post Link to post Share on other sites
Brisse 78 Posted June 18, 2014 I can't get Addon Builder to work since todays update. It was working before. The options got reset but I set it up just like before. The log says everything packed successfully. I choose the desktop as destination, but only the signature file appears, not the main pbo. :( Share this post Link to post Share on other sites
roberthammer 582 Posted June 18, 2014 I can't get Addon Builder to work since todays update. It was working before. The options got reset but I set it up just like before. The log says everything packed successfully. I choose the desktop as destination, but only the signature file appears, not the main pbo. :( Same issue ... also it still checks all folders in my P: drive oh well , it just goes better Share this post Link to post Share on other sites
x3kj 1247 Posted June 18, 2014 GUI Version crashes for me and always forgets the paths... Share this post Link to post Share on other sites
Brisse 78 Posted June 18, 2014 Let steam validate my Arma3Tools and it replaced two files. The issue remains though :( Can't belive it was released in a state where it cannot be used at all. Share this post Link to post Share on other sites
wantafanta 13 Posted June 18, 2014 object builder has had more than a few crashes for me lately.. really wish theyd release a plugin for maya or 3ds max, that could replace that POS Share this post Link to post Share on other sites
roberthammer 582 Posted June 18, 2014 object builder has had more than a few crashes for me lately.. really wish theyd release a plugin for maya or 3ds max, that could replace that POS Oh that would be amazing also 3dsmax with arma's super shader so i could make a proper rvmat directly in the max Share this post Link to post Share on other sites
soul_assassin 1750 Posted June 18, 2014 oh em gee, you've got to be kidding me....the pbo packs but isnt copid from the temp folder!!! Share this post Link to post Share on other sites
il_padrino 1530 Posted June 18, 2014 GUI Version crashes for me and always forgets the paths... This. Thought it was just me :mad: Share this post Link to post Share on other sites
soul_assassin 1750 Posted June 18, 2014 http://feedback.arma3.com/view.php?id=19244 Share this post Link to post Share on other sites
soul_assassin 1750 Posted June 20, 2014 (edited) edit: nevermind Edited June 20, 2014 by Soul_Assassin Share this post Link to post Share on other sites