Capt Childs 178 Posted October 31, 2016 Busy creating a mission on Tonoa. It seems that the random patrol is broken on the map or something. It creates one or two waypoints in the area specified and the rest waaaaay off at a more level area. Might be because its looking for a "safe" spot to place the wp? I get this on Tanoa too. Share this post Link to post Share on other sites
R3vo 2654 Posted October 31, 2016 Hi Revo Busy creating a mission on Tonoa. It seems that the random patrol is broken on the map or something. It creates one or two waypoints in the area specified and the rest waaaaay off at a more level area. Might be because its looking for a "safe" spot to place the wp? Also a small request if possible. Is it possible to only put these random markers on roads, in a certain area or avoid a certain area? Or are you just applying BIS_fnc_taskPatrol directly? Regardless, thanks for the awesome Mod Twak I get this on Tanoa too. Thanks for reporting. I have tweaked the function a bit more. Share this post Link to post Share on other sites
R3vo 2654 Posted November 12, 2016 If anyone is interested in helping with the translation of this mod. Please follow this link: https://github.com/RevoArma3/3den-Enhanced-Translation Would be much appreciated! Share this post Link to post Share on other sites
Crielaard 435 Posted November 15, 2016 This modification adds new functionalities to 3den, without creating any dependencies for players. That means, mission builder can use this mod to make their lifes easier without making the lifes of the players harder by forcing them to download additional mods. this is incorrect.are you able to fix it? That adds so much to the editor. keep it up. Share this post Link to post Share on other sites
R3vo 2654 Posted November 15, 2016 this is incorrect. are you able to fix it? That adds so much to the editor. keep it up. Repro mission? Share this post Link to post Share on other sites
kerozen 187 Posted November 15, 2016 this is incorrect. are you able to fix it? That adds so much to the editor. keep it up. I've been using it for a while and it never created a dependency 1 Share this post Link to post Share on other sites
XerXesCZ 89 Posted November 15, 2016 Hey R3vo, I've forked your repository and will do Czech translation. 2 Share this post Link to post Share on other sites
Crielaard 435 Posted November 16, 2016 I've been using it for a while and it never created a dependency I have used it for a while as well and it does. every time. So now its interesting to find out why. Only mod I used was CBA and TFAR. It does the same without any other mods. 1 Share this post Link to post Share on other sites
R3vo 2654 Posted November 16, 2016 I have used it for a while as well and it does. every time. So now its interesting to find out why. Only mod I used was CBA and TFAR. It does the same without any other mods. I need a repro mission. Share this post Link to post Share on other sites
SpiderOfDeath 1 Posted November 16, 2016 Got the same problem as Crielaard. Im a Server Admin,not a mission maker but this line looks like 3den creates dependecies. Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.3den_Objects Edit. Here is the mission in question: https://mega.nz/#!l1J1FDpb!maUYp8I1S9VBJuVFK6EJhwp_ZdTbEA5U09y5xqxJRfo Share this post Link to post Share on other sites
R3vo 2654 Posted November 16, 2016 Got the same problem as Crielaard. Im a Server Admin,not a mission maker but this line looks like 3den creates dependecies. Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.3den_Objects Edit. Here is the mission in question: https://mega.nz/#!l1J1FDpb!maUYp8I1S9VBJuVFK6EJhwp_ZdTbEA5U09y5xqxJRfo A very quick google search and a download of 185 Mb revealed that the class "3den_Objects" belongs to this mod http://www.armaholic.com/page.php?id=31038 Share this post Link to post Share on other sites
SpiderOfDeath 1 Posted November 16, 2016 FML this guy. Thanks a lot and sorry for wasting your time. Share this post Link to post Share on other sites
Crielaard 435 Posted November 17, 2016 A very quick google search and a download of 185 Mb revealed that the class "3den_Objects" belongs to this mod http://www.armaholic.com/page.php?id=31038 I am not using Eden objects. Just 3den Enhanced. The mod is still put into the array in the mission sqm. Same is for other mods that dont make sense.I can post more details when I get home. And Ill upload a mission file Share this post Link to post Share on other sites
twakkie 57 Posted November 17, 2016 I am not using Eden objects. Just 3den Enhanced. The mod is still put into the array in the mission sqm. Same is for other mods that dont make sense. I can post more details when I get home. And Ill upload a mission file Just a quick question, are you adding Zeus curator module to the mission? Share this post Link to post Share on other sites
Crielaard 435 Posted November 19, 2016 Ok now I feel stupid. I totally mixed up Achilles and 3den Enhanced. :huh: Share this post Link to post Share on other sites
R3vo 2654 Posted November 19, 2016 So no more issues with dependencies? Share this post Link to post Share on other sites
Crielaard 435 Posted November 19, 2016 No. sorry. And I don't know where this brainfart came from. Share this post Link to post Share on other sites
R3vo 2654 Posted December 2, 2016 Eden Enhanced Test Version v1.8 Download:https://www.dropbox.com/s/74i1ix10kivn8fu/%403den%20Enhanced%20TEST%20v1.8.zip?dl=0 Changelog: v1.8*added*- scripting examples by Foxhound International (Help section)- attribute to open doors of certain cars and helicopters (Only a few BIS vehicles have openable doors! See the tooltip)- readded the UAV intro (establishing shot), hopefully working more reliably than before- the intro text attribute now supports a new type of intro text used in the Apex Protocol campaign- readded the "hide terrain objects" context menu entry- added tool to export GUI base classes (debug tool)- added tool to view default GUI Grids (debug tool)- added tool to delete vehicle crews quickly*changed*- improved random patrol function- sound volume and random music attribute will not longer run on headless clients- various tooltip improvements- the log faction names tool was moved from the menu strip to the context menu- tools in the menu strip are now better sorted- some tool icons were improved/changed- improved measure-distance function- fixed the reverse direction tool- serveral small improvements to the briefing editor functions- line pattern tool will no longer change the rotation- value of the FPS gauge is now rounded- FPS gauge is now updated every second instead of every 1/2 second- default value of the 3DEN Radio volume was changed from 100% to 25%- preference menu was overhauled- default values for the tools were tweaked to make more sense- fill area tools will now use screen center as origin- garrison radius attribute is now using a edit control- multiple improvements of tooltips and display names- most placement tools can now be accessed via CTRL + numpad- circular pattern tool uses now center of the screen as initial position- improves session timer code- custom status bar controls have now the same visual style as the vanialla controls- mission stats tool now displays the number of simple objects- context menu entries are now only shown when necessary*removed*- tutorials- preload arsenal settings- warning messages- set z = 0 tool (It's available in the context menu -> transform)- log class name tool (Functionality already exists) 3 Share this post Link to post Share on other sites
stephsen 79 Posted December 3, 2016 thx R3vo, i will test it 2 Share this post Link to post Share on other sites
kerozen 187 Posted December 3, 2016 - readded the "hide terrain objects" context menu entry How do i use this? I can't find it anywhere Share this post Link to post Share on other sites
R3vo 2654 Posted December 3, 2016 How do i use this? I can't find it anywhere It's available via the right click context menu. It places a trigger which then hides the objects within its area on mission start. Share this post Link to post Share on other sites
kerozen 187 Posted December 4, 2016 It's available via the right click context menu. It places a trigger which then hides the objects within its area on mission start. So its the same as before right? I still can't find that option when i right click... weird Share this post Link to post Share on other sites
R3vo 2654 Posted December 4, 2016 So its the same as before right? I still can't find that option when i right click... weird Not weird, my fault. It's currently located in the "Edit" folder. However, I already changed that. It will now be available in the main menu where "Create Comment" is located. Share this post Link to post Share on other sites
Caluu66x 11 Posted December 4, 2016 dear eden enchanced users, i am SUPER noob Caluu, and i am very inexperienced with the arma series and the arma 3 eden editor, im trying to build a mission that has nice ground fog/ volumetric fog, how do i use this mod to achieve some cool fog effects? i feel that the fog the editor gives us is far to unrealistic for my tastes, i have seen videos where i can have the fog in low laying valleys and hills and have the hill tops clear of fog. If someone would be so kind as to make a very detailed youtube video on how to use the editor and the eden enhanced mod to creat awesome fog i would greatly appreciate it. i recently purchsed the APEX DLC. Thank you much SUPER noob Caluu! :D Share this post Link to post Share on other sites