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Eden Feature Requests

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Some requests:

  • The ability to draw freeform triggers and markers. This way you could make a trigger that overlaps the terrain.
  • A small menu under "view" that makes it possible to toggle the visibility of all assets from the same mod. 
  • an option to change the axis of the rotation widget so you could alter the pivotal point.

I haven't read all posts in this thread so I apologize in advance for any double requests.

 
Cheers,
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  • Widen the mission loading gui so you can see the full name of the mission you want to load, or import.

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Something that gets me is is since the massive improvement to fog why does the editor only have the one silly fog slider. Can we all three options as default.

 

Secondly there is something about spawning units on the sea floor. Shouldn't the surface of the water be default?

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  • Widen the mission loading gui so you can see the full name of the mission you want to load, or import.

 

 

  • And filter it by map, like the 2D editor does. That might even help reducing the loading times of that GUI window which are notably long.
  • And/or add the mission loading GUI directly to the main menu so we can load right into a mission.
  • Add an option to hide/show not yet imported 2D missions instead of cluttering the listbox with these greyed-out entries.
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some kind of keywording or advanced filtering system for assets. i would like to have assets that i use frequently be visible with one click. rhis could be archieved by tagging all my favorite assets with a special keyword, or by some intelligent filters, like "frequently used".

 

you could also add some vanilla keywords. so if an object could have not only name and parent category to text search by, but also some more entries. for example a "sandbag barrier" could be "camp", "fortification" and "cover".

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some kind of keywording or advanced filtering system for assets. i would like to have assets that i use frequently be visible with one click. rhis could be archieved by tagging all my favorite assets with a special keyword, or by some intelligent filters, like "frequently used".

 

you could also add some vanilla keywords. so if an object could have not only name and parent category to text search by, but also some more entries. for example a "sandbag barrier" could be "camp", "fortification" and "cover".

 

Some of the configs for a favorite tab are already there, but I don't know whether that feature was cancelled or not.

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Not so much a pure Eden request but more of an Eden/Arsenal request:

  1. It would be nice if the loadouts saved in Arsenal could be organized in folders. I have quite a lot of them and it tends to get very cluttered in there, so having folders/layers for organization would be very nice.
  2. As I understand it, the loadouts are currently saved in the profile variable space. I had that erased twice already, taking all my loadouts with it. I would really prefer this to be a more permanent storage, or have the option of storing them externally in a file somewhere on disk, which would make #1 unnecessary.

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Not so much a pure Eden request but more of an Eden/Arsenal request:

  1. It would be nice if the loadouts saved in Arsenal could be organized in folders. I have quite a lot of them and it tends to get very cluttered in there, so having folders/layers for organization would be very nice.
  2. As I understand it, the loadouts are currently saved in the profile variable space. I had that erased twice already, taking all my loadouts with it. I would really prefer this to be a more permanent storage, or have the option of storing them externally in a file somewhere on disk, which would make #1 unnecessary.

 

 

I agree, especially on the storage part. ProfileNamespace is defnitely not ideal. I always export important loadouts and import them when needed. In the future it would probably not hurt to have another type of file like sqf and sqe.

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I would really like to have the ability to Click and Drag in order to sync and group units/triggers, especially if the 2D editor is going away...

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Would it be possible to make the callsign set in the eden editor (right click on group and then attributes, allows you to set the groupID) display on the loadout screen? Seems like all the data is there when the mission is read to make it possible, thanks.

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Would it be possible to make the callsign set in the eden editor (right click on group and then attributes, allows you to set the groupID) display on the loadout screen? Seems like all the data is there when the mission is read to make it possible, thanks.

 

THAT!

 

It's annoying that you cannot mark your groups correctly on the lobby screen, they will always show up with their generic name instead of the name you have given them in game. Since you cannot arrange the order by which they appear on the lobby screen either, that can be very confusing.

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Would it be possible to make the callsign set in the eden editor (right click on group and then attributes, allows you to set the groupID) display on the loadout screen? Seems like all the data is there when the mission is read to make it possible, thanks.

 

 

THAT!

 

It's annoying that you cannot mark your groups correctly on the lobby screen, they will always show up with their generic name instead of the name you have given them in game. Since you cannot arrange the order by which they appear on the lobby screen either, that can be very confusing.

 

Yes, so damn yes! The lobby screen is really diffcult to use efficiently with the default group names. Especially, when you have a lot of different and specialised groups. I always add the group name to the leader's description but that's far from being practical.

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hi,


 


in eden editor where ist the info button from


the 2d gone?


(the info button show how the modules work


and how to right set the module)


 


 


please can we get some standard presets for the eden editor.


 


for example:


- a correct set of respawns with all needed and linked modules 


- some different multiplayer playstyle variations


 


greetings


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I'm just noticing that my default undo-redo-keyset is swapped. I have a German keyboard but set my game to English language. Still, I need to hit CTRY + Y to undo and CTRL + Z to redo which is a bit confusing since the Y and Z keys are in opposite positions on my keyboard compared to an English layout. I'm sure I can rebind them somewhere, so that's just a heads-up.

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Yes, so damn yes! The lobby screen is really diffcult to use efficiently with the default group names. Especially, when you have a lot of different and specialised groups. I always add the group name to the leader's description but that's far from being practical.

 

Yes! Genius suggestion! The lobby names - that would be a beautiful addition!

 

Also (and huge apologies if this has already been suggested, I haven't read all the way through this thread!), it'd be great if the first frame of animations could be played on units that are set to be animated. I have no idea if this is possible - or if it would require a lot of work - but, here's the general gist; if you have

_unit switchMove "MyWonderfulAnimation"

in a unit's init box, perhaps they could assume the first key animation frame in the 3D preview, so as we know that the animation is set, and can fine-tune that unit's position in-game. Even better, how about a slider - enabling us to jump to a given animation frame? Okay, that's probably a lot of work for such a small feature, but anyhow, I thought I'd throw the idea into the mix :)

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"Realod mission"-Button 

When constantly changing the description.ext it can be very annoying to search the mission in the 'load mission'-window again and again. Would increase the workflow for making dialogs etc. a lot.

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You don't have to reload the mission for description.ext changes, just save it with ctrl+s.

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You don't have to save the scenario either, just hit PLAY. The description.ext is now reloaded every time you run the preview.

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Any update on custom connections? They've been showing up since a few updates, but it seems that the expression is not executed.

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Quite, and on top of that I don't think the conditions work either, no matter what you put in them .rpt says 'undefined variable whateveryouused', and that's with all the objectBrain and whatever conditions that work elsewhere..

 

Also, it would be really grand if we could build such 'condition object groups' (or whatever they are) ourselves, so that we could have a bit more control over which object(s) would have some custom connection.. But I guess that's too big of an order :shrug:

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About conditions:

 

- I'd like to see (as h - mentioned), a "goup" condition. I have quite a few conditions which work fine for single soldiers, but they can also be set in the group menu and I am having some issues there. There are also vanilla attributes which don't belong there, for example rank. Since when does the rank apply to a group?

 

- Classnames as conditions, that would be super duper freaking awesome!

 

- It would be great if the wiki would have more examples about conditions. I personally have no clue what:

1 - (objectBrain + objectVehile) * 1 //It's just an example!

means.

 

I can't really say whether the conditions for connections work, because I didn't test it further after I noticed that the expression doesn't work. However, I believe the conditions are different from what you can set for attributes. I belive I saw something like objectCanFly as condition for connections (Don't quote me on that)

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I'd like to see (as h - mentioned), a "goup" condition.

Signing this request, but what I meant was being able to have objectMyCustomTypesOrWhatever to be used as conditions, as in something like objectMyCustomTypesOrWhatever[]={"classname1", "classname2", ..."classnameN"} which could then be used as condition like the current objectBrain etc are used, because I'd like to be able to limit things down even to basically just one class of object instead of some too generic 'list'.. Would probably be more doable and useful than just singular classnames :shrug:

 

However, I believe the conditions are different from what you can set for attributes

Seems so, but the funny thing is that even the conditions that are in the sample class cause those errors..

 

Error position: <objectAI>
Error Undefined variable in expression: objectai

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For loading missions, set it up like the 2d editor was where when you choose a certain map, all missions you created for that map only show up.

Then have a tab at the top that drops down where you can choose from the maps, if you click on a map then all the missions made for that map imported or not will be listed.

 

Currently just choosing a map, then click on open just lists everything imported or not for every map and not the map your on.

 

Lastly would also like to request a loading bar so you can get feedback as to how far the loading of a mission is, as you could be sitting there for 10min and not know how long til its done.

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For the love of god, could you please change the shortcut for the debug console to something like Ctrl + D? Cirkumflex is ^j^u^st a^ pa^in i^n th^e ******^

 

 

Thank you^

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??

For me debug console comes up by pressing the button left of 1 so can't really see it as PITA, although I still press 'esc' first usually :P

 

EDIT:

Forgot to add that if/when the keys become 'bindable' in Eden maybe this should be 'bindable' as well..

Edited by h -

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