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Full editor still expected

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Hi.

Got a question to BIS dev:

Will we finally have a full editor in the near future? Cause there are plenty of things that DO exist but not available - such as spotlights or hospital - and it's a real shame...

Can we expect to have all of them available in the editor and when?

Thanks

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"...not available..."

Not available where?

In the 2d editor? In zeus? In something else.

I assume you mean 2d editor, but try to be more specific.

Also, though I do agree that the editor objects need fleshing out, I am not sure something like this post is going to help achieve that.

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Will try it. Are you sure it doesn't creat any dependency? Anyway, we shouldn't need to use mod to have all of it unlocked.

Or is BI preparing a DLC to unlock all the items in the editor?

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Will try it. Are you sure it doesn't creat any dependency?

It does not, like L3TUC3 said.

Anyway, we shouldn't need to use mod to have all of it unlocked.

Or is BI preparing a DLC to unlock all the items in the editor?

Don't expect BI to do something like that, I think you have too much faith ;)

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I was just kidding about the DLC.

However, I'm serious about the fact that it's a shame all the objects are not available in vanilla editor.

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You can also use MCC and use the 3D editor to place everything precisely. (Doesn't create a dependency)

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3D editor? How do you get it? And what is MCC?

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http://forums.bistudio.com/showthread.php?150909-MCC-Sandbox-3-Dynamic-mission-creating-tool-for-ArmA-3

This, it was originally designed as an MP tool (effectively Zeus but before Zeus) to allow a game master to run a mission, it includes a 3D editor which can be used to place units. Recently however the maker added a "SAVE TO SQM" button, that does what it says on the tin really, it outputs all the objects you've placed in an sqm format and then you can copy and paste it into your mission. It's important to note that you have to do this either at the beginning of the mission making process when nothing is placed apart from a single player unit or create a separate mission for the MCC objects and merge it where necessary. This is because init lines will be overwritten if you copy and paste the mission over again. You can also use the default MCC interface or the Zeus interface, whichever you prefer.

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I consider these two dependency free (mission context) addons a necessity. One's already listed.

http://www.armaholic.com/page.php?id=25890 - Stars Editor Suite

http://www.armaholic.com/page.php?id=20821 - CJTF101 Editor

I've created missions in the 3d editor it ain't the best, but it works (sort of). MCC editor doesn't support height adjustment irrc, why I don't use it, but it's a good tool.

FreeDee editor is pretty sweet http://www.armaholic.com/page.php?id=23690 with http://www.armaholic.com/page.php?id=24443

No height change support, crudy camera, but it does read the configs, so you have everything.

BIS's 3d edtor has it's own file called a biedi. You can use a blank mission.biedi if you want to launch the 3d editor. The tool is incomplete and shoddy for anything, but placing objects. I highly recommend converting it to a 2d mission sqm file once you've got it where you want.

Currently the BIS 3d editor is broken, the buttons for saving and opening are unusable. The 2d editor shortcut don't work. I've seen posts on this so hopefully next update :)

On your hope for more BIS announced they'd be making/finishing the 3d editor for the big expansion.

Building on our experience with Zeus, we're exploring ways to develop a more 'fully featured' 3D scenario editor.
Edited by Nevbox

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