haleks 8206 Posted June 30, 2016 I cannot get Random Garrison to work - lots of errors popping up....maybe because I am using Tanoa (however, this did work in previous versions on Tanoa). Thoughts? REAPER Try to change the related parameters in your preferences first, that fixed it for me. 1 Share this post Link to post Share on other sites
reaper lok 82 Posted June 30, 2016 Try to change the related parameters in your preferences first, that fixed it for me. Will give that a try - many thanx :) Share this post Link to post Share on other sites
R3vo 2652 Posted July 1, 2016 TEST VERSION v1.6.3 DOWNLOAD Changelog: v1.6.3*changed*- fixed position of song name display- Display for name of currently played song is now integrated into the EDEN statusbar, should now properly scale with different resolutions and display sizes- Advanced Ending: Cancel tasks was set to true by default- cleaned up stringtable.xml- fixed the advanced fox attribute- fixed position and size of loiter direction attribute of UAV intro- fixed position and size of side attribute of the ambient flyby- improved delay attribute for intro text- some config clean-up- improved behaviour and speed mode control of random patrol- improved speed mode control for ambient flyby- improved some tooltips- fixed bug caused by event att.- fixed bug caused by unit stance att.- fixed some inconsistencies in the configs- various improvents to the Random Patrol code with the goal to improve reliability- replaced some of my own translations with ones from BIS- improved code of remove NVG attribute- various function improvements- improve unit traits attribute (Attribute needs to be saved once, to apply the new values)*added*- added code attribute to advanced ending- added tool to set all selected entities to ATL/ASL 0- added attribute to save and restore unit insignias- select new song button for the 3den Radio (Implemented into the status bar)- one can now set the combat mode and formation of a random patrol*removed*- removed suppression level att.- removed fatigue level att.- removed obsolete entries from the stringtable.xml Please report all issues. Thank you! 6 Share this post Link to post Share on other sites
vastiny 21 Posted July 1, 2016 Is there any fix for view distance being un-changeable by the player even if you set it to -1 in the Environment settings? No this is not a mod causing this, sometimes it works, sometimes it doesn't. This Eden enhanced feature seems to be very hit and miss. I'm using the Steam Workshop version if that helps Share this post Link to post Share on other sites
vastiny 21 Posted July 2, 2016 Also as of the latest version, I just tried to place a Random Patrol module after realizing it doesnt exist in unit attributes anymore - this opened an endless loading screen while in the editor, and eventually the game runs out of memory. Share this post Link to post Share on other sites
R3vo 2652 Posted July 2, 2016 Also as of the latest version, I just tried to place a Random Patrol module after realizing it doesnt exist in unit attributes anymore - this opened an endless loading screen while in the editor, and eventually the game runs out of memory. Which version are you refering to? 1.6.3? Share this post Link to post Share on other sites
vastiny 21 Posted July 3, 2016 Which version are you refering to? 1.6.3? 1.5 I believe, using the latest Steam Workshop version last updated June 3rd :) Share this post Link to post Share on other sites
Capt Childs 178 Posted July 4, 2016 In 1.6.3 I'm getting an error popping up on screen when I load a mission in Eden itself, and when I look in my RPT file there are a lot of these entries repeated over and over. 10:56:55 Error in expression <_this setUnitTrait ['Engineer',_value]> 10:56:55 Error position: <setUnitTrait ['Engineer',_value]> 10:56:55 Error Type String, expected Number,Bool 10:56:55 Error in expression <_this setUnitTrait ['Medic',_value]> 10:56:55 Error position: <setUnitTrait ['Medic',_value]> 10:56:55 Error Type String, expected Number,Bool 10:56:55 Error in expression <_this setUnitTrait ['UAVHacker',_value]> 10:56:55 Error position: <setUnitTrait ['UAVHacker',_value]> 10:56:55 Error Type String, expected Number,Bool 10:56:55 Error in expression <_this setUnitTrait ['ExplosiveSpecialist',_val> 10:56:55 Error position: <setUnitTrait ['ExplosiveSpecialist',_val> 10:56:55 Error Type String, expected Number,Bool Share this post Link to post Share on other sites
R3vo 2652 Posted July 4, 2016 I expected these errors on older missions. They are caused by an overhaul of the unit traits attribute. Don't worry too much about it, they should disappear on new missions and if you want to use older missions, I am going to release a legacy version with the next update. Share this post Link to post Share on other sites
Capt Childs 178 Posted July 4, 2016 I expected these errors on older missions. They are caused by an overhaul of the unit traits attribute. But I haven't used any of these settings? Share this post Link to post Share on other sites
graemeshute 218 Posted July 5, 2016 Revo I know you get alot of these. But on way points is there a possibility to adjust unit stances on specific way points. So 1st way point will have safe stand up. And then the 2nd for example will have forced crouching? I know this can be coded in "manually with setunit pos but if you have time to implement it would be appreciated. PS. Has Flip or Karel called yet LOL? Share this post Link to post Share on other sites
DAGGER ARMANET 172 Posted July 5, 2016 On the subject of ambient animations. Sorry if this has been answered, I tried to search but my tablet is hating the search function at the moment. I am building a mission to be hosted on dedicated server set up. I gave several friendly Ai unit members ambient animations. Mostly things like "sit on chair" and "lean". When testing the mission SP, or if i am running the MP mission, i can see the ambient animations as long as I am on the computer running the mission. But none of the other players can see the ambient animations. Is this just an issue I am having ? or am i missing something. I will put out there that i am currently on devbranch. And just another thanks going out for this mod and you Revo. Honestly couldn't imagine building missions now without this mod. Share this post Link to post Share on other sites
R3vo 2652 Posted July 5, 2016 Thanks for the info, I'll investigate that. It's supposed to work for all player, including JIP. 1 Share this post Link to post Share on other sites
DAGGER ARMANET 172 Posted July 5, 2016 Thanks for the info, I'll investigate that. It's supposed to work for all player, including JIP. Thanks Revo ! Again it could be something on my end but I had never had the issue before so figured i would ask. Thanks again ! Share this post Link to post Share on other sites
Mc Diddles 10 Posted July 5, 2016 Just wondering, is there anyway of sticking an ignore dependencies function for the Enhanced Eden Editor? As someone who has a constantly changing modpack, having to change presets all the time to match the dependency checklist is an absolute ball-ache. In the old 2D editor we were able to just remove lines from the mission.sqm (Which generated an error but nothing more) but ever since Eden started binarizing mission files I haven't managed to find a way around it (without having to unbinarize the file first.) Least it now gives a checklist of what you're missing. Share this post Link to post Share on other sites
Tuskegee_99th 43 Posted July 5, 2016 You could just tell Eden not to binarize your mission files. It's in 'preferences' I believe and there's an option in the save-as dialog. That way they are still easily editable in a text editor. Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted July 5, 2016 Thanks Revo ! Again it could be something on my end but I had never had the issue before so figured i would ask. Thanks again ! While R3vo investigates, one thing to make sure to check is that you don't have competing ambient animations and ambient combat animations within the same unit. This has happened to me a few times after 3Den Enhanced updates. Open both categories and make sure just one is set and the other is set to none (and if you do notice both categories have animations, set BOTH to none first, click ok, and then set the one animation you want again). This probably won't solve it if you just made a new mission but it's worth a shot while he looks into it. Share this post Link to post Share on other sites
DAGGER ARMANET 172 Posted July 5, 2016 Hey Revo, just an update I got home and tested in on 1.60 stable branch. In a dedicated server enviroment. Using FIA units and can confirm that when placing a unit with "Lean" ambient animation, that he remains in the lean animation state, but when the first player joins the server he is reverting to regular stance and shows up in zeus as an unknown entity. Anyways just wanted to update you, hope the update is going well ! Looking forward to it. Share this post Link to post Share on other sites
soulis6 24 Posted July 6, 2016 I had a lot of problems in general with the ambient animations. Some of them wouldn't show up with other players who join, and even when they did, they would not exit the animation during combat, unless they were set to 'stand (default A3 anim)' for the combat ambient animation, but then that came with a bunch of other problems. With both of these, the units would be unable to be moved or rotated or anything with Zeus. It's definitely possible to be moved during animations and everything with Zeus, there was an older mod called Shoter's animation that allowed that, just not sure how he was handling it. Share this post Link to post Share on other sites
supergruntsb78 67 Posted July 8, 2016 i am getting the following problem on screen when setting a animation to a AI character "...pons_holder"; private _countweapons = |#|count _weapons; private _countweaponshol...' error count: type number, not a number, expacted array,string,config entry this only happens when setting a ambient animation , when i remve all animations from characters the error does not show / dissapears ...... i got the 1.6.3 (it happend with the previous also) and the latest APEX dev build Share this post Link to post Share on other sites
R3vo 2652 Posted July 8, 2016 i am getting the following problem on screen when setting a animation to a AI character "...pons_holder"; private _countweapons = |#|count _weapons; private _countweaponshol...' error count: type number, not a number, expacted array,string,config entry this only happens when setting a ambient animation , when i remve all animations from characters the error does not show / dissapears ...... i got the 1.6.3 (it happend with the previous also) and the latest APEX dev build Looks like BIS_fnc_ambientAnim/Combat got updated. Thus, nothing I can fix. Thanks for your feedback anyway Can't reproduce the issue. Are you using any other mods? 1 Share this post Link to post Share on other sites
ranger_24 55 Posted July 8, 2016 Hey, R3vo. First of all wanted to say that 3den Enhanced is an excellent mod and I'm using it a lot. Job well done! BTW, I wanted to inform you about an issue I have encountered. Not sure if it was mentioned already, but anyways: When I set an animation on a unit (Rifleman, for example) using the "Object: Ambient Animation" option and then trying to move the unit to a different location, the unit automatically returns to its original location where I have set the animation. As soon as I remove the animation, I can freely move the unit again. This issue prevents me from "perfectly" placing the unit with an animation the way I see fit. Any thoughts? Share this post Link to post Share on other sites
R3vo 2652 Posted July 8, 2016 Hey, R3vo. First of all wanted to say that 3den Enhanced is an excellent mod and I'm using it a lot. Job well done! BTW, I wanted to inform you about an issue I have encountered. Not sure if it was mentioned already, but anyways: When I set an animation on a unit (Rifleman, for example) using the "Object: Ambient Animation" option and then trying to move the unit to a different location, the unit automatically returns to its original location where I have set the animation. As soon as I remove the animation, I can freely move the unit again. This issue prevents me from "perfectly" placing the unit with an animation the way I see fit. Any thoughts? I know about this issue, but it's unfortunately not fixable without writing 300 lines of code into the mission.sqm for every unit. So until BIS enhances their BIS_fnc_ambientAnim/combat function, there's nothing I can do about that. 1 Share this post Link to post Share on other sites
supergruntsb78 67 Posted July 8, 2016 Looks like BIS_fnc_ambientAnim/Combat got updated. Thus, nothing I can fix. Thanks for your feedback anyway Can't reproduce the issue. Are you using any other mods? Offcourse i am using other mods :P i was hoping you could reproduce it with vanilla so i would have a easy day.... but again i am having bad luck and need to find out what the cause is (or better said i will investigate the problem further and get back to you ;) ) Share this post Link to post Share on other sites