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7erra

7erra's Editing Extensions

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Posted (edited)

31754D184D64882E2520E0F45DDAC84BDBFE6BF8

>>> STEAM WORKSHOP PAGE <<<

 

Foreword

I hereby present you my first mod which aims to make editing a bit easier. The main focus lies on the added debug console which will provide you with the most common debug options (at least the ones I use). It also contains a good deal of customizability. While all options are fully functional I may change some of them (see Ideas section below). The mod has been on the Steam Workshop for about a month now but now I feel like it is actually worth using.

 

Features

Pictures and videos can be found on the Steam Wokshop.

  • Extended debug console: Adds way more features to the escape menu in the style of the vanilla A3 debug console. It contains the following options:
    • Draw grids: Display a few lines on screen to give make orientation easier. Adds better orientation to the GUI Editor as well.
    • Enable teleport: Look at your destination and hit SHIFT+T to teleport
    • Live debug: Create an onscreen dialog to let you watch over the expressions you entered in the watch fields of the vanilla debug console
    • Show icons over units: Track all units and vehicles present in the current scenario
    • Side player: Change sides on the fly
    • Enable target debugging: Show information about your cursor target in real time, add your own arguments and edit them
    • More watch fields: In case you got a hundred variables to track. You can theoretically track an infinite amount of arguments with this feature (though your game might crash or get unplayable after a certain amount). All of the commands will also be saved for later use.
    • Custom commands: Save your most used commands and keep them one click away
    • Recent Watch Entries: Keeps track of the commands you used in the Watch fields of the default debug console
    • Clear chat: Cleans up the chat so you can get an better overview of what's new
    • Change GUI Editor Grid: By selecting one of the two options you get an actually working grid for the GUI Editor
    • BIKI Links: Save the commands that you look up on the BIKI so you have quick access to them
  • 3den Editor:
    • Find Object Type on Map: Creates a map marker and a 3D marker on the position of every object with the same class name. Useful to find certain house types.
    • Show Building Positions: Creates 3D markers on the positions of the building positions used with buildingPos[community.bistudio.com].
    • ezGUI: A step by step introduction to dialogs.
    • Structured Text Editor: Create structured texts with live preview.
    • Font Picker: Preview all fonts available ingame (including mods).
    • Color Picker: Find the correct color with multiple export options.
    • attachTo finder: Instead of trial and error use this tool to find the perfect offset and direction.
  • Misc:
    • Export button for the CfgViewer: Export the currently selected config with a single click!
    • Escape shortcuts: While in the escape menu you can press STRG+R to restart the mission or STRG+E to exit it.
    • Function: TER_fnc_controlInfo can show additional information about the controls of the selected displays. Really useful if you want to learn from BI.


Coming soon (v1.8):

  • Bigger debug console for more space
  • Integrating the console into the A3 console so it is available in 3den as well
  • (?) Moving the sections where you can create controls to their own page
  • Multi line custom commands
  • Upon opening the escape menu the UI_GRID will be set as default since the vanilla GUI_GRID is useless anyway
  • (Adding custom watch fields to the live debug <- quite some work, maybe in v1.9)

 

Other ideas:

  • Change "Teleport" keybind
  • Onscreen tutorial for the GUI Editor
  • Clear the inventory of a unit in 3den
  • Having more ideas

 

Steam Workshop page: https://steamcommunity.com/sharedfiles/filedetails/?id=1387934106
GitHub repository: https://github.com/7erra/-Terra-s-Editing-Extensions

 

 

>>> STEAM WORKSHOP PAGE <<<

 

Bye for now,

 

7erra

Edited by 7erra
Update v1.7.1
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Will be watching this with interest. I'm still using NSS but the author has been gone for nearly two years. This is very welcome!

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Posted (edited)

v1.3 - "Debug console: Page 2" update

Just pushed an update to live. Check out the changes at the Steam Workshop page. Video will be added at some point and pictures will follow as well. Still struggling with finding a working version of mikero's PBO Tools so I can get away from Addon Maker though.

 

Hope you like it,

 

7erra

 

EDIT

Video and pictures are up-to-date

Edited by 7erra
Video and pictures added
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Nice one pal! Should come in handy!

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And yet another update...

v1.4 - "mikero" update

While this is a technical update for the most part it also brings a new feature with it which will enhance your experience with the GUI Editor quite a bit. I was finally able to binarise the config.cpp with mikero's tools and reduce the size a bit. This means faster loading times for you, a tidier mod folder, and easier editing for me. A win-win-win situation I suppose ;) Check out the changes at the >>> Steam Workshop <<<!

 

Hope you like it,

 

7erra

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On 11.6.2018 at 8:18 PM, 7erra said:

Coming soon (v1.5):

  • Multiplayer
  • Different execution localitys for custom commands
  • (maybe with a big question mark an onscreen tutorial for the GUI Editor)

Yeah. I've done nothing of that. Here is a new version:

v1.5 - "Structured Text Editor" update

I added 3 new Dialogs for easier structured text creation, color picking and font selection. I also created a GitHub repo so feel free to take a look. Leave a comment at the >>> Steam Workshop <<< if you find anything fishy since I restructured my folders.

 

Until next time!

 

7erra

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Thanks for this tool @7erra. I find the new variable watch and execution very useful. But one question, why is the old debug console still visible in the middle? I don't think there's any use for that now....

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The default debug console still has some more features than my one does. Especially the buttons below the watch fields (config viewer, animation viewer, etc.) won't get implemeneted into my version. Another thing is that BIS' version is well thought through and sometimes used by other mods (CBA eg). I don't want to reinvent the wheel I want to improve it :-)

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On 11.6.2018 at 8:18 PM, 7erra said:

Coming soon (v1.5) (v1.6):

  • Different execution localitys for custom commands

Still working on it...

 

v1.6 - "BIKI Links" Update

Added a new feauture to the second debug console page: BIKI Links. You can save the comands you look up on the BIKI (or in fact any link) in this list. Also removed second pbo and new folder structure (again). Updated the forum description.

 

I hope nothing is broken,

 

7erra

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Hey @7erra I was wondering if the new watched variables are supposed to appear in the "Live debug" because now they are not. only the vars watched in the old watch fields show up the in LD.

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7 hours ago, gc8 said:

Hey @7erra I was wondering if the new watched variables are supposed to appear in the "Live debug" because now they are not. only the vars watched in the old watch fields show up the in LD.

That is intended behaviour. The live debug feature was added before the extra watch fields so I only had the default watch fields at hand. So far I didn't change it since the LD might block the entire screen depending on how many extra watch fields you got active. I am considering to change it though.

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On 11.6.2018 at 8:18 PM, 7erra said:

Coming soon (v1.5) (v1.6):

  • Different execution localitys for custom commands

Now it's done

 

v1.7 - "attachTo Finder" Update

The biggest addition to the mod is the attachTo Finder this time. I worked on this about a year ago in the form of a mission. Now I was able to integrate it into the 3den Editor with way better results and controls. Looking back at my old solution I have to say that I was quite unexperienced at that time, therefore this is a HUGE improvement.

 

All other patch notes can be found at the Steam Workshop bla bla.

 

@gc8 Integrating the Custom Commands into the LD will take some time. I'll try to get it done in the next update.

 

Guten Tag,

 

7erra

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Any change you could make the thing taller? I still have some space on my screen. i'ts not as tall as the default console. I have ton of custom commands and could use the extra space :)

 

keep up the good work... :)

 

thx!

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Some new features for v1.8:

  • Bigger debug console for more space
  • Integrating the console into the A3 console so it is available in 3den as well
  • (?) Moving the sections where you can create controls to their own page
  • multi line custom commands
  • (adding custom watch fields to the live debug <- quite some work, maybe in v1.9)
  • upon opening the escape menu the UI_GRID will be set as default since the vanilla GUI_GRID is useless anyway

With the next update I'll have to make this mod dependent on CBA3 for some functions and the bigger debug console. And even if it would remain stand-alone I'd recommend to use CBA3 for editing anyway.

 

/~/~/~/~/~/~/~/~/~/~/~/~/~/~/~/~/~/~/~/~/~/~/~/~/~/~/~/~/~/~/~/~/~/~/~/~/~/~/

 

9 hours ago, gc8 said:

Any change you could make the thing taller?

Can do. I need the size that CBA sets for the default debug console so I can align it with my one but I'm struggling to find the file which dictates the height. Maybe I can contact a dev and ask them for help :)

 

9 hours ago, gc8 said:

I still have some space on my screen

Well there were some controls over the current debug console (those two white bars) which I didn't want to remove unless I need the space but I noticed that the CC section was falling short on space so I guess it's time to remove them.

 

9 hours ago, gc8 said:

i'ts not as tall as the default console

I guess you are playing with CBA? Because the vanilla debug console is way smaller.

 

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8 hours ago, 7erra said:

I guess you are playing with CBA? Because the vanilla debug console is way smaller.

 

oh yeah I have CBA activated. didn't know it does that :)

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Started using this this morning and really like it. Can we get a server key to go with the bisign, please?

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On 11.8.2018 at 11:53 AM, Tankbuster said:

Can we get a server key

Oof what is the difference between a server key and a bisign? And how can I create it? Google didn't help me. I'm really new to modding :S

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Bisign is the one that the player has in with the PBOs. Servers need the .bikey file in the keys directory for key checking to work.

 

Old thread, but might help with finding something more recent...

 

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Update v1.7.3: Added the server key

@Tankbuster

 

I initially wanted to release the server key alongside a major overhaul but I have run into a yet unknown problem so the release will be somewhere in the future. I won't have much time for the next few weeks too so don't expect anything in the near future. I will get back to this mod as soon as I am able to.

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