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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)?

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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.

 

P66L1XK.jpg

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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?

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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

 

 

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Now we can make cult circles 👺

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Brilliant stuff mate. ...As always!

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On 5/11/2019 at 10:12 AM, R3vo 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.

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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.

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fantastic great job for the latest update

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rhUTf6s.jpg

 

R4HpGBb.jpg

 

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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!

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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?

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Would it be possible to add an option that hides factions from the editor 🙂 ?

 

keep it up this mod is a must have

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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..

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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

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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!

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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.

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As usual....gotta love BIS and hate them at the same time lol

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I can't seem to find the "garrison buildings" function anymore. was this removed?

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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. 

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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:

 

Hxvfm15.jpg

OULTg1S.jpg

 

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)

JMx47dA.jpg

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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....:icon_dj: job, as usual, man!!!

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