R3vo 2654 Posted September 9, 2019 16 hours ago, verstand3n said: thank you for your continued work on this mod. I just found the above video and wanted to ask: will this work on a dedicated server? if not or alternatively how about adjusting enemy count according to player count at the beginning of the mission? just played around with your Briefing editor and it is very helpful to me. I just stumpled across a problem. The editor exports this: 0 = player createDiaryRecord ["Diary",["Mission","Search and Destroy"],taskNull,"",true]; I put that into the Init field under general and Arma complains about the parameters (found 5, expected 4) and there is no briefing entry. I looked at the Wiki and the Syntax seems alright. Even examples over there throw errors. So I created a task to see if that fixes it but it did not. Finally I deleted the optional params: 0 = player createDiaryRecord ["Diary",["Mission","Search and Destroy"]]; and now it works for me. I can work with your tools like this just fine I was just wondering if this is a me problem or not 😉 The dynamic skill attribute works on dedicated servers. The error you described is caused by the optional parameter which I not on stable branch yet. Thanks for you feedback. 1 Share this post Link to post Share on other sites
delta99 34 Posted September 18, 2019 I'm not sure what you are showing in that video @R3vo - The dialog boxes come and go so quickly. Even then, not sure what you are trying to show. 1 Share this post Link to post Share on other sites
SterlingC 17 Posted September 18, 2019 9 minutes ago, delta99 said: I'm not sure what you are showing in that video @R3vo - The dialog boxes come and go so quickly. Even then, not sure what you are trying to show. Check the name of the video—if I understand correctly, it'll draw the DLC Icon over the asset. Also, you can pause the video to see what is going on 😉 1 Share this post Link to post Share on other sites
R3vo 2654 Posted September 18, 2019 4 hours ago, delta99 said: I'm not sure what you are showing in that video @R3vo - The dialog boxes come and go so quickly. Even then, not sure what you are trying to show. Sorry for that. In an upcoming version it will be possible to display mod icons next to the entities. 1 Share this post Link to post Share on other sites
Capt Childs 178 Posted September 28, 2019 Has the Draw Building Positions feature been removed, or not implemented yet? Can't find it in-game... 1 Share this post Link to post Share on other sites
R3vo 2654 Posted September 28, 2019 1 hour ago, Capt Childs said: Has the Draw Building Positions feature been removed, or not implemented yet? Can't find it in-game... It has not yet been implemented. 1 Share this post Link to post Share on other sites
R3vo 2654 Posted September 30, 2019 I have just updated the 3den Enhanced DEV version https://steamcommunity.com/sharedfiles/filedetails/?id=1814643369 This will be the last update before the stable release. Testing and feedback would be appreciated. Thanks! 3 Share this post Link to post Share on other sites
R3vo 2654 Posted October 1, 2019 3den Enhanced Update 4.3 Download: https://1drv.ms/u/s!AvgETyKiA6bQj8N4j5diop6-kPbBiQ?e=K5wxfw Changelog: v4.3 *added* - Scenario Attributes Manager - Link to Mission Optimisation Biki page - DisableAI "radioprotocol" - Attribute to end mission after certain number of units of given side were killed (e.g. civilian casualties) - Added Editor Attribute to toggle Entity Counter in status bar. - Added a tool to quickly toggle simulation of selected objects - Added a tool to quickly setup a simple extraction - Script Commands Viewer to menu strip -> tools -> utilities - A function to convert floats to time format minutes:seconds *changed* - Combo Box controls were replaced with Toolbox controls if possible - Code cleanup - Debug console now uses CTRL+D as shortcut (Same as CBA) - Tweaked visuals of custom GUIs (Sliders, Background) - Awareness attribute now uses hintSilent instead of custom display - Some attributes showed wrong tooltips - Functions Viewer can now be accessed by pressing ALT + F (Same as CBA) - Config viewer can now be opened by pressing ALT + C - GUIs use Eden Editor controls now - 3den Radio got a new design - Fixed some issues with 3den Radio sometimes not playing music - Texture finder won't display a texture on start up - Module Information GUI got some visual tweaks - Texture Finder has now a filter option - Batch Replace GUI would not save last used value correctly - Tweaked layout of Batch Replace GUI - Tweaked layout for Texture Finder - Almost all GUIs use Pixel Grid System now and scale correctly - Layouts of various GUIs were improved - Functions of various GUIs were improved - Updated Russian translation thanks to lexx__1 - Improved height of attribute control groups and positioning of controls - Group Marker attribute has got a new attribute control and more options - Moved code for attribute controls into functions library - Establishing Shot attribute was overhauled and optimized - Ambient Flyby attribute was overhauled and optimized - Intro Text attribute was overhauled and optimized - Airdrop Shot attribute was overhauled and optimized - Some attributes have now a button to reset and disable them. - All substantial attributes have now got their own attribute control, therefore no unnecessary missionNamespace variables are declared. - All mission attribute are now collapsed by default - Fixed various missing semicolons - Fixed an issue where Preview Debug options would not apply to player when option "Play the Character" was used to preview the scenario - Changed 3den notification for Enh_fnc_loadoutTools - Added various new internal macros - All substantial attributes now have a proper description of what they do, and links to further information if available. - Rearanged some scenario attributes - Intro text attribute now supports BIS_fnc_infoText - Intro text attribute has a new control with images to select the intro type - Values of Dynamic skill attributes are now handled by attribute control and not writting into mission namespace variables - FunctionsViewer - Functions Viewer features now several different modes for sorting functions - Functions were rewritten - Shows number of available functions - Added button which leads to corresponding Biki page of the function (Keep in mind that not all functions might be documented there) - Functions viewer is now available in the debug console, together with the vanilla one. See the "fx" icon in the top right corner This also solves the issue where 3den Enhanced was incompatible with Extended Debug Console by Connor - Every function now shows the logo of the mod it was introduced with - Functions Viewer now uses pixel grid system - Fixed an issue where recompiling selected function wasn't possible - Removed X button and replaced it with the close button in the lower right corner to be consitent with all other UIs in Eden Editor - Functions Viewer shows mod icons again - Functions Viewer now displays line numbers - Updated and revised Czech translation thanks to XerXesCZ - Most functions which interact with eden entities will now exit and show a notification if no entities are selected - Merged serveral functions into one - Removed Enh_fnc_logMissionAttributes - Placement Tools GUI now also supports setting of object orientation - Added fine control to Placement Tools GUI - Batch Replace GUI is now only opened when objects are selected - Center of Placement Tools will now stay the same until reset. - Replaced waitUntil {time > x} with sleep x to prevent inconsistencies in multiplier. - Old garrison UI is back - Added hold action attribute (WIP) - Fixed feature type attribute would use incorrect data type - Ambient Animation attribute uses Listbox control instead of Combobox control - Ambient Animation attribute was overhauled, it now works in multiplayer - Fixed an issue where Intro Text would be displayed immediately on dedicated server (delay was ignored) - Added more ambient animations - Ambient animations are now properly initialized when a new terrain or mission is loaded - Time Multiplier will no longer be executed when value is 1 - Updated credits - Task Patrol attribute now uses a slider control - Logging of multiple map grid positions is now possible. Only unique value will be logged - Faction are now logged to clipboard without [ ] - Added context menu enty to log classes in format "class1","class2",... - Added new folder to menu strip - Added option to garrision tool to change stance of units - Fixed missing shortcuts for some tools - Fixed Switch Time would not properly set overcast, rain and fog to 0. Change is forced now. - Song duration in 3den Radio is no displayed in format minutes:seconds (00:00) *removed* - Import/Export scenario attributes. Scenario Attribute Manager takes care of that now - Removed on Event Code Attributes (Too complex for a simple attribute) - Colour Picker was removed. Use https://forums.bohemia.net/forums/topic/222104-color-picker/ instead - Removed weapon sway and recoil attribute due to issues on dedicated server Steam Workshop is already up-to-date, armaholic will follow soon. 7 7 Share this post Link to post Share on other sites
ayjay 117 Posted October 2, 2019 A ' must have ' addon for this game. 1 1 Share this post Link to post Share on other sites
R3vo 2654 Posted October 6, 2019 I have released a small hotfix. It's available on Steam now, Armaholic will follow soon. 3 Share this post Link to post Share on other sites
rowdied 44 Posted October 6, 2019 On 10/1/2019 at 7:29 AM, R3vo said: *removed* - Import/Export scenario attributes. Scenario Attribute Manager takes care of that now - Removed on Event Code Attributes (Too complex for a simple attribute) - Colour Picker was removed. Use https://forums.bohemia.net/forums/topic/222104-color-picker/ instead - Removed weapon sway and recoil attribute due to issues on dedicated server I guess you never found a solution to this for dedicated servers? This is too bad and weird it won't work. thanks for all the hard work!! Share this post Link to post Share on other sites
R3vo 2654 Posted October 6, 2019 5 minutes ago, rowdied said: I guess you never found a solution to this for dedicated servers? This is too bad and weird it won't work. thanks for all the hard work!! If I ever find the time I'll look again at those. But they simply didn't work on dedicated servers. Share this post Link to post Share on other sites
SterlingC 17 Posted October 8, 2019 I cannot tell you how helpful this mod is so I'll simply say thank you. When adding a hold action to an object, is there a way to limit how far the action can be initiated from using the show condition? Share this post Link to post Share on other sites
General Kong 148 Posted October 9, 2019 Can you add an option to add an animation to a placed unit, and it be toggle-able for multiplayer? I know the reason we dont have it as standard is performance issues, but it would still be good to have the choice if possible Share this post Link to post Share on other sites
R3vo 2654 Posted October 9, 2019 1 hour ago, General Kong said: Can you add an option to add an animation to a placed unit, and it be toggle-able for multiplayer? I know the reason we dont have it as standard is performance issues, but it would still be good to have the choice if possible Animations should work in multiplayer since the last update 1 hour ago, SterlingC said: I cannot tell you how helpful this mod is so I'll simply say thank you. When adding a hold action to an object, is there a way to limit how far the action can be initiated from using the show condition? You can add a distance check yourself via the condition. 1 Share this post Link to post Share on other sites
SterlingC 17 Posted October 9, 2019 3 hours ago, R3vo said: You can add a distance check yourself via the condition. That's what I was trying to do, but I hadn't noticed the condition uses _this not _caller like the other sections. Had to fix another issue as well, but it all woks now. Cheers. Share this post Link to post Share on other sites
R3vo 2654 Posted October 9, 2019 2 hours ago, SterlingC said: That's what I was trying to do, but I hadn't noticed the condition uses _this not _caller like the other sections. Had to fix another issue as well, but it all woks now. Cheers. Yeah, that's a bit weird, dunno why BIS did that. Share this post Link to post Share on other sites
Batouuu 0 Posted October 9, 2019 Changing loaded magazine in the edit loadout without script in the init or ACE can be a good Idea. Btw great works. Share this post Link to post Share on other sites
rundabollen 2 Posted October 10, 2019 The Dynamic AI skill menu seems to have been somewhat misadjusted by the latest update. Am I safe in assuming that the sliders still do what they were previously labeled to do? Thanks for a great mod! 1 Share this post Link to post Share on other sites
R3vo 2654 Posted October 10, 2019 Good catch, I'll fix that with the next version. The sliders still do what they did before. On 10/9/2019 at 11:39 AM, Batouuu said: Changing loaded magazine in the edit loadout without script in the init or ACE can be a good Idea. Btw great works. What exactly do you mean by that? 1 Share this post Link to post Share on other sites
CW4 Carrera 31 Posted October 10, 2019 7 minutes ago, R3vo said: What exactly do you mean by that? He's referring to the ability to change the type of magazine/ammo loaded in the gun, in the arsenal. Share this post Link to post Share on other sites
Batouuu 0 Posted October 11, 2019 8 hours ago, CW4 Carrera said: He's referring to the ability to change the type of magazine/ammo loaded in the gun, in the arsenal. Exactly. You can replace all your mag by tracer mag in cargo with editor loadout (arsenal in Eden) but loaded mag in the weapon stay the default mag. You must use the fonction in object init: this addPrimaryWeaponItem "classname" to replace the loaded mag in your gun. Share this post Link to post Share on other sites
R3vo 2654 Posted October 11, 2019 52 minutes ago, Batouuu said: Exactly. You can replace all your mag by tracer mag in cargo with editor loadout (arsenal in Eden) but loaded mag in the weapon stay the default mag. You must use the fonction in object init: this addPrimaryWeaponItem "classname" to replace the loaded mag in your gun. I'll see what I can do. Share this post Link to post Share on other sites
Batouuu 0 Posted October 11, 2019 Same for item in cargo, default Arsenal (without ACE) dont allow to add item like NVG, sights, helmet etc... in cargo (backpack, vest…). 9 minutes ago, R3vo said: I'll see what I can do. Thanks. Share this post Link to post Share on other sites