General Kong 148 Posted September 10, 2018 Hello R3vo, and thank you for 3den Enhanced!, it is extremely useful, and I just wish that all the functionality you have added was standard. I wanted to ask about headlights in the editor (if it hasn't been brought up already) is there anyway to make sure the headlights don't stay in place where the vehicle originally spawned in the editor? and if possibly, is there a way to make flashlights on infantry be able to be turned on in the editor. Sorry if this has been asked before. Share this post Link to post Share on other sites
R3vo 2654 Posted September 10, 2018 1 hour ago, General Kong said: Hello R3vo, and thank you for 3den Enhanced!, it is extremely useful, and I just wish that all the functionality you have added was standard. I wanted to ask about headlights in the editor (if it hasn't been brought up already) is there anyway to make sure the headlights don't stay in place where the vehicle originally spawned in the editor? and if possibly, is there a way to make flashlights on infantry be able to be turned on in the editor. Sorry if this has been asked before. You can force add flashlights with an attribute. They should stay on then, at least it's scripted that way. The issue with the headlights is caused by badly configured vehicles (I assume the issue only appears with simple objects. Share this post Link to post Share on other sites
General Kong 148 Posted September 11, 2018 18 hours ago, R3vo said: You can force add flashlights with an attribute. They should stay on then, at least it's scripted that way. The issue with the headlights is caused by badly configured vehicles (I assume the issue only appears with simple objects. 1. Sorry, what I meant is that having the flashlights turned on in the editor, not for when you switch over to live play 2. They work fine in live play, what I mean was in the editor, if you place them down, turn on the headlights in the attributes, they will have the lights show where you place them, even if you where to move them, I was wondering if there is a way to fix that (if there is not, then don't worry, nothing you could do really) Share this post Link to post Share on other sites
R3vo 2654 Posted September 11, 2018 40 minutes ago, General Kong said: 1. Sorry, what I meant is that having the flashlights turned on in the editor, not for when you switch over to live play 2. They work fine in live play, what I mean was in the editor, if you place them down, turn on the headlights in the attributes, they will have the lights show where you place them, even if you where to move them, I was wondering if there is a way to fix that (if there is not, then don't worry, nothing you could do really) 1. Probably not. 2. Maybe Share this post Link to post Share on other sites
Max255 59 Posted October 19, 2018 Not sure what might cause this but most missions I made after updating this to 3.4 have some issues in dedicated MP, most notably lagging out the whole server after 1-2h. Yes, there are lots of other mods involved but we had no issues with 3.3 and those older missions still work fine. Tested just before writing this post. No apparent errors in the RPT, neither client or server. No indication whatsoever why this mod became a problem. And while this is possibly investigated and fixed, does someone still have access to version 3.3? Share this post Link to post Share on other sites
R3vo 2654 Posted October 20, 2018 11 hours ago, Max255 said: And while this is possibly investigated and fixed, does someone still have access to version 3.3? I do. 3den Enhanced v3.3 (old) 1 Share this post Link to post Share on other sites
Max255 59 Posted October 20, 2018 You sir, are a saint. Thank you very much. To describe what happened more precisely: missions in question were basic coop missions without additional scripts, just editor placed units, some objects and ofc heavy use of additional attributes that this mod brings. Mission would begin fine but after 1-1,5hrs the server would freeze with no indication of crash when checking remotely, just 100% CPU usage. Force killing the server closed it just fine. For players everything froze, both players and AI, no message of lost connection to server and even after the server was force closed it took a minute or 2 for clients to notice. If there's anything more I can try to help track down this issue I'm willing to help. Share this post Link to post Share on other sites
R3vo 2654 Posted October 20, 2018 What attributes did you use? Share this post Link to post Share on other sites
diehardfc 41 Posted November 4, 2018 Was the Measure Distance tool removed? It no longer comes up under the LOG menu and I don't see an icon or command in the toolbar anywhere. I'm subscribed on Steam, so I should be up to date. Share this post Link to post Share on other sites
R3vo 2654 Posted December 26, 2018 3den Enhanced Update v3.5 Changelog: v3.5 *changed* - added "A3_Data_F_Sams_Loadorder" to CfgPatches to prevent overwriting of config entries *added* - added link to 3den Enhanced Youtube videos (Menu Strip -> About 3den Enhanced) - added Action Creator GUI - Added Path Debugging attribute Download (OneDrive): https://1drv.ms/u/s!AvgETyKiA6bQitRac1GrN_cIG2qe4A 5 3 Share this post Link to post Share on other sites
davidoss 552 Posted December 26, 2018 Thanks for update @R3vo 2 Share this post Link to post Share on other sites
zagor64bz 1225 Posted December 26, 2018 4 hours ago, davidoss said: Thanks for update @R3vo 2 Share this post Link to post Share on other sites
B_Fox 132 Posted December 31, 2018 8 hours ago, R3vo said: just the other day i google if there was any mod that did this. It's almost s if your a mind reader 1 Share this post Link to post Share on other sites
ski2060 167 Posted December 31, 2018 For those of us that are slow... what does that do? 2 Share this post Link to post Share on other sites
B_Fox 132 Posted December 31, 2018 35 minutes ago, ski2060 said: For those of us that are slow... what does that do? It counts objects like units, triggers, modules, empty objects like props and markers which eliminates the need to manually count. It's really handy if lets say you want to make a big scenario with plenty units but still have a equal number per side like a company vs company. 2 Share this post Link to post Share on other sites
R3vo 2654 Posted January 1, 2019 17 hours ago, B_Fox said: just the other day i google if there was any mod that did this. It's almost s if your a mind reader Don't google. Ask here first =) 2 Share this post Link to post Share on other sites
R3vo 2654 Posted January 1, 2019 Another small feature inspired by the new Warlords game mode. It's still work in progress. 5 1 Share this post Link to post Share on other sites
zagor64bz 1225 Posted January 1, 2019 3 hours ago, R3vo said: Another small feature inspired by the new Warlords game mode. It's still work in progress. Share this post Link to post Share on other sites
R3vo 2654 Posted January 2, 2019 A little feature which turned out to be a horror to script thanks to some inconsistencies in configs. Anyway, it's done now. :D 7 1 Share this post Link to post Share on other sites
R3vo 2654 Posted January 2, 2019 If anyone is interesting in testing version 3.6. You are free to do so: Download: https://1drv.ms/u/s!AvgETyKiA6bQitt1l5akKZq02tqZyQ Feedback would be appreciated! Share this post Link to post Share on other sites
PiZZADOX 47 Posted January 2, 2019 Mission attributes import/export feature works great. Object/Selection counter works as well. Perhaps small icons next to the count number would be helpful. There is a tooltip explaining the format of the counter, but it would a nice quality of life improvement if you want to glance at the count without having to recollect the count arrangement. 1 Share this post Link to post Share on other sites
R3vo 2654 Posted January 3, 2019 18 hours ago, PiZZADOX said: There is a tooltip explaining the format of the counter, but it would a nice quality of life improvement if you want to glance at the count without having to recollect the count arrangement. Like this? Share this post Link to post Share on other sites
PiZZADOX 47 Posted January 3, 2019 It would be more helpful inside the count element, like this: 1 Share this post Link to post Share on other sites