gatordev 219 Posted May 4, 2019 1 hour ago, R3vo said: Group Markers That's fantastic. So if you change the name/callsign of the group in the editor unit properties, does it change the name tag on the map? I'm thinking this makes a "tracking bad guy" mission so much easier. Also, is there a way to make the value false in-game (via trigger or waypoint)? Share this post Link to post Share on other sites
R3vo 2654 Posted May 4, 2019 19 minutes ago, gatordev said: That's fantastic. So if you change the name/callsign of the group in the editor unit properties, does it change the name tag on the map? I'm thinking this makes a "tracking bad guy" mission so much easier. Also, is there a way to make the value false in-game (via trigger or waypoint)? Yes, the callsign is changed accordingly. Here's another update. I created a custom control to allow for the marker type to be changed. I have not implemented an option to change the value. If it's possible and not too much work I'll consider doing that. Thanks for you feedback. 4 Share this post Link to post Share on other sites
gatordev 219 Posted May 4, 2019 Neat. Thanks for the response. Share this post Link to post Share on other sites
-LuLeBe- 0 Posted May 6, 2019 Hey, I Love this mod and use it in every mission! Currently I‘m developing a dynamic mission that needs hostages, but I can‘t create them in the editor, they need to be added in a script. For that I wanted to read your source code to find out how you implemented your great system, but the github link returns 404, I can only find the translations. So, is there any way for me to access to source for the hostage functionality? Share this post Link to post Share on other sites
R3vo 2654 Posted May 11, 2019 On 5/6/2019 at 1:18 PM, -LuLeBe- said: Hey, I Love this mod and use it in every mission! Currently I‘m developing a dynamic mission that needs hostages, but I can‘t create them in the editor, they need to be added in a script. For that I wanted to read your source code to find out how you implemented your great system, but the github link returns 404, I can only find the translations. So, is there any way for me to access to source for the hostage functionality? https://www.bing.com/search?q=arma+3+hostage+script&PC=U316&&FORM=ANNTA7&cc=DE&setLang=en-US Placement Tools Overhaul 9 3 Share this post Link to post Share on other sites
B_Fox 132 Posted May 13, 2019 Now we can make cult circles 👺 1 Share this post Link to post Share on other sites
Von Quest 1163 Posted May 13, 2019 Brilliant stuff mate. ...As always! 1 1 Share this post Link to post Share on other sites
delta99 34 Posted May 16, 2019 On 5/11/2019 at 10:12 AM, R3vo said: https://www.bing.com/search?q=arma+3+hostage+script&PC=U316&&FORM=ANNTA7&cc=DE&setLang=en-US Placement Tools Overhaul Great stuff. Seems like your last slider for "Coverage Buildings?" is backwards or counter intuitive. 100% was slider all the way to the left. I would think it would make more sense as 100% all the way to the right. 1 Share this post Link to post Share on other sites
R3vo 2654 Posted May 18, 2019 On 5/16/2019 at 8:37 PM, delta99 said: Great stuff. Seems like your last slider for "Coverage Buildings?" is backwards or counter intuitive. 100% was slider all the way to the left. I would think it would make more sense as 100% all the way to the right. Good catch. I know it's reversed and it's on my to do. 2 Share this post Link to post Share on other sites
AirShark 147 Posted May 18, 2019 fantastic great job for the latest update 1 Share this post Link to post Share on other sites
rowdied 44 Posted June 3, 2019 Love your mod, couldn't edit/play Arma 3 with out it. Also love the ability to control the weapon sway and recoil but it doesn't appear to work on a dedicated server. Any reason why this wouldn't work if it is hard coded into the mission? Looking forward to the new changes! Thanks for all your hard work! 1 Share this post Link to post Share on other sites
R3vo 2654 Posted June 3, 2019 4 hours ago, rowdied said: Love your mod, couldn't edit/play Arma 3 with out it. Also love the ability to control the weapon sway and recoil but it doesn't appear to work on a dedicated server. Any reason why this wouldn't work if it is hard coded into the mission? Looking forward to the new changes! Thanks for all your hard work! Might be a bug, gonna investigate that. Thanks for the feedback. Do you know if it stopps working after respawn or doesn't work at all? Share this post Link to post Share on other sites
Private Evans 498 Posted June 3, 2019 Would it be possible to add an option that hides factions from the editor 🙂 ? keep it up this mod is a must have 2 Share this post Link to post Share on other sites
AirShark 147 Posted June 3, 2019 in addition to what Private Evans said is there a way to keep the default faction sections close, each time I open the editor I find the NATO/CSAT/AFF sections open while I don't use them at all and close them each time I use the editor I found that somehow really annoying.. 2 Share this post Link to post Share on other sites
R3vo 2654 Posted June 5, 2019 On 6/3/2019 at 8:25 PM, AirShark said: in addition to what Private Evans said is there a way to keep the default faction sections close, each time I open the editor I find the NATO/CSAT/AFF sections open while I don't use them at all and close them each time I use the editor I found that somehow really annoying.. Could be possible. I'll see what I can do Share this post Link to post Share on other sites
rowdied 44 Posted June 5, 2019 It doesn't work at all on a dedicated server. Tried with IFA3 mod and Vanilla A3. Used a steam mod "no weapon or recoil" and that worked. But I want to control the recoil just not have it 100% as default and not 0% as in that mod. Yours was a more convenient way and would like it to work for MP. thanks! Share this post Link to post Share on other sites
R3vo 2654 Posted June 5, 2019 2 hours ago, rowdied said: It doesn't work at all on a dedicated server. Tried with IFA3 mod and Vanilla A3. Used a steam mod "no weapon or recoil" and that worked. But I want to control the recoil just not have it 100% as default and not 0% as in that mod. Yours was a more convenient way and would like it to work for MP. thanks! This issue seems to be more complicated. So no promises on a soon fix. Share this post Link to post Share on other sites
rowdied 44 Posted June 6, 2019 As usual....gotta love BIS and hate them at the same time lol Share this post Link to post Share on other sites
wsxcgy 1960 Posted June 13, 2019 I can't seem to find the "garrison buildings" function anymore. was this removed? Share this post Link to post Share on other sites
EO 11277 Posted June 13, 2019 2 minutes ago, wsxcgy said: I can't seem to find the "garrison buildings" function anymore. was this removed? Not removed, but moved. Check out Placement Tools GUI. 1 Share this post Link to post Share on other sites
R3vo 2654 Posted June 19, 2019 Hey guys, I am looking for some feedback. I am currently redoing the Briefing Editor GUI with the goal to support all functionalities of createDiaryRecord. That's what I came up with: The edit boxes "Param1 - 3" will be changed depending on what HTML tag is selected. Also, some UI controls will be disabled/enabled depending on which tag is selected. (That's the plan anyway). Also would you rather have a drop down list or a toolbox style control for html tag selection? (Ignore the missing param edit boxes) 3 Share this post Link to post Share on other sites
zagor64bz 1225 Posted June 20, 2019 7 hours ago, R3vo said: Also would you rather have a drop down list or a toolbox style control for html tag selection? Personally, I like better the drop-down style menus...plus it is much easier to add/cut new and old features/tags. Anyway.... job, as usual, man!!! Share this post Link to post Share on other sites