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Good news. I just reinstalled the game and it works.
I have no idea of what happened, but now everything is fine.

Sorry for a heart attack 😂  😂

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Ok, nice.
Can breathe easy now :grinning:
 

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Total newb here, sorry.

 

Can this mod be used to alter vanilla Fx so they can be packaged in another addon? For instance, increasing the size of bullethit particles.

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Sort of, yes.

Currently there are a lot of cloudlets/lights that are not available in the tool's list(s) due to scripting limitations but I am trying to figure out how to get the rest of them to be usable.
Problem is that they use expressions as values and those expressions can not be evaluated because there is no way to get some engine internal values used in them. The scripting commands used to do the editing do not support expressions.

The actual hit effects and such are not available due to the above issue (they are combinations of cloudlet/light classes), but I am also trying to figure out a way to have those effects editable with this.

Edit:
But you can change some of the vanilla cloudlets/lights and export the new values in config format to make a new addon.

Edited by h -
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Emitter 3Ditor updated to version 1.025.04:

 

Changelog:

Quote

- FIXED: CTD when using 'global' or 'drag' attach
- FIXED: game update 1.96 broke loading scenario with emitters into Eden (because couple of ancient unnoticed bugs in this tool..)
- FIXED: several minor to medium attach related bugs occurring in certain situations
- FIXED: global attach was detached after return from preview
- FIXED: after returning to eden/loading a scenario into eden tool ui 'leaf menu' could get unresponsive
- FIXED: 'drag attach' could stop working after selecting 'new scenario' while tool running
- FIXED: selecting unsupported widgets could cause error message(s)
- FIXED: starting the game directly into the editor with scenario including emitters was broken
- FIXED: the 'coffee mug' progressbar could get stuck on full
- FIXED: after returning from preview some tool keybinds could stop working
- FIXED: attribute emitter database was not stored correctly
- FIXED: single trigger sync with several emitters could get broken when returning to eden
- FIXED: 'drag attach' was attaching to mouse position instead of the dragged emitter position
- FIXED: 'drag attached' emitters would lose their attach when returning to Eden, if synced with trigger
- FIXED: detaching/desyncing would fail with a scripting error
- FIXED: changing effect of a attached emitter would fail with a scripting error
- FIXED: 'Always start with 3DEN' and 'Always start hidden' preferences were not working as intended
- FIXED: Tool's init was called multiple times on Eden launch
- FIXED: When editing a keybind a modifier key could not be properly set by pressing the key on the kb
- FIXED: using the 'revert' button from the prefs leaf showed a wrong message box


Workshop
DL

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Aand updated again because broke some stuff with the previous:

 

Changelog:

Quote

v 1.025.05:
- FIXED: Clearing a in-game error pop-up (like config entry error) was blocked by the 'coffee mug' progress thingy
- FIXED: Some buttons on the UI would trigger the 'Revert' button functionality
- FIXED: Some numeric inputs on the tool UI were not working (scripting error shown)


Workshop
DL

 

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Dunno if anyone is even using this bugged POS anymore but patched now to version 1.025.06 that should hopefully fix many of the problems it has been having since the couple of previous patches just broke the tool worse..

 

Changelog:

Quote

v 1.025.06:
- KNOWN ISSUE: The first keyboard press after starting up the tool causes a freeze that lasts for a few seconds (length probably depends on PC specs). This will happen each time the tool has been "un-inited", like New Scenario etc..
- KNOWN ISSUE: for some reason all loading is taking forever now, Arma can go unresponsive for a uncomfortably long time. As in: starting the editor, loading a scenario, previewing scenario, returning from preview....
- NOTE: If you have some scenario saved with emitters using trigger syncs those will most likely fail to load successfully. This is because the trigger sync stuff was quite broken and fixing that I simply could not get it to succesfully load older trigger syncs.

- FIXED: When data validation enabled some array type data fields were getting stringed array as default value on erroneous data type entered = a sripting error and broken given data field (would stay red and recognize no input)
- FIXED: 'rand. direction intensity' and 'rand. direction period' data fields were not functioning
- FIXED: loading a scenario with emitters attached with 'selection attach' was broken
- FIXED: loading scenario with 'emitter attributes' was broken
- FIXED: using 'New Scenario' after loading a scenario with emitters would cause some tool eventhandlers to deactivate
- FIXED: default keybind for 'terrain object highlight' was falsely set as ALT + T instead of just T (thus colliding with an Eden Enhanced keybind)
- FIXED: in some situations returning from preview or loading a scenario into eden would end up having emitters emitting a wrong particle effect
- FIXED: in certain situations the 'leaf menu' would go unresponsive
- FIXED: after returning from preview 'global attach' could be broken
- FIXED: moving object with 'global attached' emitters or 'Attribute emitters' too far from it's initial position would break the attach when previewing (and spew out scripting errors)
- FIXED: while 'global attach' selected hovering cursor over and object and pressing ALT+A would perform 'normal attach' instead
- FIXED: Syncing to triggers was broken in myriads of ways
- FIXED: light class list in 'Attribute emitters' was empty unless tool was started first
- FIXED: 'Attribute' light emitters broken
- FIXED: tool would refuse to launch if applying 'Attribute emitters' to an entity first
- FIXED: Dragging entity with 'Attribute emitter' lights the emitter icons could be displaced from the entity
- FIXED: 'Attribute emitter' icon could be dragged away from the entity it was attached to
- FIXED: Deleting entity with 'Attribute emitters' was broken after preview
- FIXED: In certain situations deleting entity with 'Attribute emitters' was broken after loading a saved scenario
- FIXED: possible CTD when deleting entity with 'attribute emitters' after preview
- FIXED: cloning entity with more than one attribute emitter broken
- FIXED: 'attribute emitter' of cloned entity was not being deleted with the entity
- FIXED: Cloning attribute emitter after returning from preview was broken
- FIXED: Data validation in 'position' field was broken in myriad of ways
- FIXED: Data validation coef time was not affecting 'position' field
- FIXED: the default keybind for disabling emitters from emitting caused the camera to move
- FIXED: using the 'die out' timer and trigger sync for an emitter was broken
- FIXED: stored database was (still) storing inproper data (preventing loading a scenario)
- FIXED: Using grouped and single emitters attached to some things in the same scenario would break on returning from preview
- FIXED: saving and loading particle presets was broken
- FIXED: After preview emitter cloning keybind no longer worked
- FIXED: trigger sync would show a scripting error if the mouse cursor missed the trigger a bit
- FIXED: typing already existing name into rename dialog would wipe the text field clean
- FIXED: while trying to rename something it could fail with the "special characters not allowed" warning even no illegal char was used
- FIXED: renaming light emitters was broken
- FIXED: In certain situations tool could block all keyboard keys from working in Eden
- FIXED: in some cituations editing light params would result in scripting error shown
- FIXED: No "this emitter might kill" warning when attaching a possibly damage enducing emitter
- FIXED: Selection attaching fire to soldier entity could insta kill it in the editor
- FIXED: enable/disable state of emitters could get "confused" in certain situations
- FIXED: Terrain object highlight could become unresponsive
- FIXED: Loading a scenario with emitters attached to terrain objects broken
- FIXED: in light editor unchecking the ambient color checkbox did not change actual parameter back to normal color
- FIXED: exporting particle params to config was not exporting color
- TWEAKED: default trigger sync keybind changed from ALT+S to SHIFT+ALT+S because Eden Enhanced keybind
- TWEAKED: default attachmode select keybind changed to SHIFT+CTRL+ALT+A because previously used SHIFT+A could interfere with Eden control 'fast move left'
- TWEAKED: some minor miscellaneous tweaks here and there


Workshop
DL

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Update to 1.025.07
Big thanks to Fess for troubleshooting these fixes.

 

Changelog:

Quote

v 1.025.07:

- FIXED: Frame nr in Animation leaf could be left empty, causing scripting error shown and db data corruption
- FIXED: loading a scenario and then attempting to launch tool it would not launch
- FIXED: clicking on the eden edit area while data validation running would cause data corruption
- FIXED: setting last frame nr value manually would cause scripting error
- FIXED: 'luminance' state in Render Params was not stored correctly
- FIXED: 'pasting' params into an emitter and then later editing the emitter's params broken
- TWEAKED: the colors of the various things on GUI that were the odd tint of brownish-pinkish-whatever should now be the color stuff you have chosen in your profile (or game default)
- TWEAKED: importing params less frownyface about pasting other than just the wanted params into the export fields, so for example whole _emitter setParticleParams [<params>] etc can be pasted (only parameters are read)
- TWEAKED: mod size reduced by removing a lot of useless data


Workshop
DL

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Update to 1.025.08
 

Changelog:

Quote

v 1.025.08:
- FIXED: ticking luminance box would set all color (with no luminance) alpha to full
- FIXED: Editing many of the particle classes could have unexpected results when animation step param array 'size' had less elements that some of the others (color, ecolor, animspeed)


Workshop
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Thank you so much! After first quick fiddle with a brief tutorial i think this may have solved my lighting issues.... The vanilla Eden light cones just dont behave properly. Gonna try this properly after work, cant wait!!

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Update to 1.025.09
 

Changelog:

Quote

v 1.025.09:
- FIXED: possible scripting error showing up when attaching a light emitter with 'normal attach mode'
- FIXED: cloning light emitter after manually setting emitter parameters broken
- FIXED: loading light preset broken


Workshop
DL

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Aand a hotfix:
 

Quote

- FIXED: editing particle emissivecolor broke color sliders


Workshop
DL

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Small update (steam workshop updated a while ago already)
 

Quote

v 1.025.10:
- FIXED: 'next' and 'prev' animation step buttons broken
- FIXED: adding new animation step broken


Workshop
DL

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Thank you for your great work on this. It's one of those "why doesn't Arma come with this built in?" addons.

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Small update (steam workshop was updated a while ago already, again)
 

Quote

v 1.025.11:
- FIXED: Adding light emitter via object attributes broken
- FIXED: Attaching emitters would no longer be available after returning from preview


Workshop
DL

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