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i0n0s

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I'd just like to register my thanks for this too smile_o.gif

*edit*

First response: can you include the required extended event handlers as a sub-zip file? Saves a lot of shoeleather & they're a small addition smile_o.gif

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I'm pretty sure copy-pasting objects won't work with what you've got, but as a suggestion, how about a "Place last selected" function? So if I'm laying sandbags I can just select "place last" and keep plopping down sandbags.

EDIT: I'm an idiot, placing unit again places the last unit. So, that's solved. Still, some sort of copy selected would be cool.

I did find an error, though. The warfare MG nest doesn't stay still when you stop and rewind the mission with a dead gunner, it scoots forward each time leaving a trail of dead SLA in a line behind it.

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Great tool... erm Editor!! Thank you.

RTE for all moving things, 3DE for static and island! BIS owes you all a beer or two. smile_o.gif

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Thanks for the mirrors.

Here is another video tutorial:

Behaviour of the RTE which tries to explain the controls/behaviour of the RTE in his different modes.

@gsleighter:

Can confirm your bug. I will wait for another bugs to show up and then release a small fix.

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Thanks for the mirrors.

Here is another video tutorial:

Behaviour of the RTE which tries to explain the controls/behaviour of the RTE in his different modes.

@gsleighter:

Can confirm your bug. I will wait for another bugs to show up and then release a small fix.

Ahh now this is the tutorial Ive been waiting for. Great work on this. One thing I noticed and Ill have to verify, when I add an M1, it drops in about 5 ft off the ground and lands hard. It looks like it damages the vehicle but again I need to verify. Great job i0n0s..

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I updated my Extended Event handlers. but RTE dosnt seem to recongnize it....when i place waypoints they never go to them. adn when i try to get opfor to attack blufore they never attack.... banghead.gif

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Quote[/b] ]The RTE can't know which side should be enemy to which side, so make sure that either all sides are already placed on the map or you made them enemys manually.

And about the waypoints: Take a look at the Time Control video

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Place a rifleman from each side before going into preview to take care of the not attacking bug.

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THANK YOU SO MUCH !!!

it 's so great !!!

I am trying to link unit and waypoint like in traditionnal editor...

but i did not succeed in linking a unit with a waypoint...

I have tried the manual way... but maybe I forget something or touch to press...

....?

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@sachasemtex:

I finally manage to find out what went wrong at this point:

Just hold down shift or ctrl when doubleclicking. Now the selected units won't get deselected and it keeps working.

I'm currently waiting for another bug reports, then I will release a fix which removes those two bugs.

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I updated my Extended Event handlers. but RTE dosnt seem to recongnize it....when i place waypoints they never go to them. adn when i try to get opfor to attack blufore they never attack.... banghead.gif

i0n0s,

I also get this bug with armour. Blue attacks Red but not the other way. Can you look into it please?

[TAO] Kremator

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@sachasemtex:

I finally manage to find out what went wrong at this point:

Just hold down shift or ctrl when doubleclicking. Now the selected units won't get deselected and it keeps working.

I'm currently waiting for another bug reports, then I will release a fix which removes those two bugs.

Thank you Mr i0n0s.

I'll try it right now...

so keep hold down shift when double-click .... whistle.gif

"the green wire linked with the blue wire...

the yellow wire linked with the red wire...???

or maybe the blue wire linked with the yellow one...???"crazy_o.gif

(a famous french demolition specialist from 7th company WW2 making his bomb)

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@Kremator:

Take a look into gsleighter's post, two above yours. There is the solution.

This is a current limitation. I'm currently thinking of a way to avoid that problem. But I can't guarantee that I find a solution for this.

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I have experienced a similar attacking issue in VBS2 (I believe it's related to the mission.biedi file not being updated during previews). I've found the best way to fix it is with either a line or two of script in init.sqf or by placing a unit for each side on the map before starting. Just pop them in the ocean, they'll never be noticed by anyone.

If you use the init.sqf method, just use east setFriend [west, 0] and vice versa to get them to hate each other.

I don't have any experience dealing with MP issues though, so if either of those things don't work in MP, I apologize.

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