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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.

Roger that, understood.

Thank you for your answer :)

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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?

I AM SO SORRY !!!!!!! it seems i was crying murder to fast :(    i investigated the mater some more and it also happend when typing the commands inside the the init  so i started digging and it seems it was the dual weapon mod giving the error when setting animations  so its not your mod   

 

(yes i know ... i look like a newbie by not investigating more before posting a bug :( :(  )

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I AM SO SORRY !!!!!!! it seems i was crying murder to fast :(    i investigated the mater some more and it also happend when typing the commands inside the the init  so i started digging and it seems it was the dual weapon mod giving the error when setting animations  so its not your mod   

 

(yes i know ... i look like a newbie by not investigating more before posting a bug :( :(  )

 

Don't worry! ;)

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Hey it would be good to add the disable AI driver features to the mod.
That way we can customize how they drive better.

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R3vo, hi I was hoping that they would add rebindable keys with Apex. But sadly it seems not. Is this something you can add via EE ?

I'm only really after the camera movement keys so I can bind them to my preferred 1990's arrow keys scheme :-)

Let us know if that's something you can code ?

Sent from my iPhone using Tapatalk

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Hey it would be good to add the disable AI driver features to the mod.

That way we can customize how they drive better.

 

Thanks for the idea, will see what I can do. This command is only available on dev and it seems it's purpose is testing. That means atm I won't implement it. https://community.bistudio.com/wiki/useAISteeringComponent

 

R3vo, hi I was hoping that they would add rebindable keys with Apex. But sadly it seems not. Is this something you can add via EE ?

I'm only really after the camera movement keys so I can bind them to my preferred 1990's arrow keys scheme :-)

Let us know if that's something you can code ?

Sent from my iPhone using Tapatalk

Aren't camera keys already rebindable?

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Not in Eden unless something has changed and I didn't notice ?

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Not in Eden unless something has changed and I didn't notice ?

Sent from my iPhone using Tapatalk

 

Check out the controls menu, there is a category for the editor camera.

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Hallelujah!

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I can confirm that you CAN remap the keys.... But that when I set them to the arrow / cursor keys....

 

They do not work... it just moves the menu selection focus around the menu lists as opposed to moving the camera.

 

What's more annoying is that they've broken the Zeus Interface too now, so that doesn't work either with Cursors...

 

Could you look to see if there is anything that can be done ?

 

Cheers

SJ

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I've been using the 3den editor since day one, recently i got suggested to use this mod since i'm working a lot in it and yes it was the best choice ever,literally eden enhanced adds so much stuff to get you going and helps you so much for achieving a whole damn mission throughout only the 3D editor.

 

Thanks for this one R3vo.

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I've been using the 3den editor since day one, recently i got suggested to use this mod since i'm working a lot in it and yes it was the best choice ever,literally eden enhanced adds so much stuff to get you going and helps you so much for achieving a whole damn mission throughout only the 3D editor.

 

Thanks for this one R3vo.

 

Thanks for your nice words. Feedback like this makes it worth spending my free time modding ;)

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I've been using the 3den editor since day one, recently i got suggested to use this mod since i'm working a lot in it and yes it was the best choice ever,literally eden enhanced adds so much stuff to get you going and helps you so much for achieving a whole damn mission throughout only the 3D editor.

 

Thanks for this one R3vo.

Could not agree more - such a great addition to the 3D editor.  Random Patrol  :dance1: Garrison Buildings  :drinking2:

Thanx for the work and for sharing with the community R3vo.

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Do you need to have 3den enhanced running in the mission or do you only need it activated when you are editing?

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Can someone tell me where the 'garrison buildings' setting is in 3den enhanced. I've found 'random patrol' but nothing for garrison. Thanks.

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Here's a small preview of a new feature I have been working on the last two days:

 

http://imgur.com/a/d16e5

 

 

http://imgur.com/a/8biWj

 

 

 

The basic functions work, but there are still a few things I want to improve regarding the usability.

The tool can be accessed via the 3den Enhanced Tool folder in the menu strip or via the shortcut CTRL + ALT + B

 

How does it work?

 

You simply write your briefing and hit export. The code is then copied to the clipboard and can be exectuted from every script file.

The full and final functionality will be explained in a tutorial which can viewed inside Eden.

 

The output looks as follows for the example above:

_unitName createDiaryRecord ["Diary",["Example Briefing","My awesome briefing.<br><br>Picture:<br><img image='logo.paa' width='367' height='256'/><br><br><marker name='marker1'>Interactive Marker</marker>"]];

As always, if you have feedback and/or suggestions, I am eager to hear them.

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Oh yes, this is probably the last major feature that belongs in Enhanced (and like all your features, in Vanilla Eden). Just last night I was thinking "Would be cool to write briefings directly in the editor. Woe is me."

Although from your message, you are working on it? Or it's already available? Or both?

Cheers

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Just last night I was thinking "Would be cool to write briefings directly in the editor. Woe is me."

You can already, via the vanilla modules.

But Revo's version seems to be much more comfortable to use!

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You can already, via the vanilla modules.

But Revo's version seems to be much more comfortable to use!

True, the modules are there. My problem however is, that I always forget the HTML syntax for linebreaks, images and markers. Those days are gone now ;)

Oh yes, this is probably the last major feature that belongs in Enhanced (and like all your features, in Vanilla Eden). Just last night I was thinking "Would be cool to write briefings directly in the editor. Woe is me."

Although from your message, you are working on it? Or it's already available? Or both?

Cheers

It's not yet available in any of the released versions.

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The other issue with the vanilla modules is that the text box for typing the briefing is only 1 line in width.

 

Can't wait for this briefing capability; making life even easier.

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Here's a small preview of a new feature I have been working on the last two days:

 

*snip*

 

BRILLIANT!!! Thanks Revo! Cant wait!

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I really like the change to how the animations work, no more hassle with moving units and such, great work!

 

But didn't it use to be more combat animations available in the list? or am I dreaming?

 

Edit: Oh, and would it be possible to add the new "press space to perform action" feature with your hostage script?  

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I really like the change to how the animations work, no more hassle with moving units and such, great work!

Nothing changed, it's still as bugged as before O_o

 

But didn't it use to be more combat animations available in the list? or am I dreaming?

You're dreaming

 

Edit: Oh, and would it be possible to add the new "press space to perform action" feature with your hostage script?  

Maybe, if I get it to work reliably

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Here's a short video showing the functionality of the briefing editor. It now also got a template functionality.

 

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