bhaz 0 Posted October 13, 2008 I was searchin' through OFPEC trying to fix one of my own problems when I ran accross this thread, looks pretty similar to this bug. It's an OFP thread but it seems quite a few of OFP's flaws were brought accross, could be the same thing. Share this post Link to post Share on other sites
i0n0s 0 Posted October 14, 2008 Yes, that one solved the problem, at least in a short try in MP But currently there is no plan to release this as a fix, so it will be included in the next revision. Share this post Link to post Share on other sites
bhaz 0 Posted October 14, 2008 Yeh I just did a quick test aswell using 1 dedicated and a client. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if !(isServer) exitWith {}; _action = _this select 0; if (_action == 1) then { Â // SPAWN 3 DUDES AND A HELI Â unit1 = heliGroup createUnit ["SoldierWB", getMarkerPos "spawnPoint", [], 0, "FORM"]; Â unit2 = heliGroup createUnit ["SoldierWB", getMarkerPos "spawnPoint", [], 0, "FORM"]; Â unit3 = heliGroup createUnit ["SoldierWB", getMarkerPos "spawnPoint", [], 0, "FORM"]; Â unitHeli = "UH60MG" createVehicle (getMarkerPos "spawnPoint"); Â unit1 moveInDriver unitHeli; Â unit2 moveInGunner unitHeli; Â unit3 moveInCargo unitHeli }; if (_action == 2) then { Â // DELETE UNITS THEN HELI Â deleteVehicle unit1; Â deleteVehicle unit2; Â deleteVehicle unit3; Â deletevehicle unitHeli }; if (_action == 3) then { Â // DELETE HELI THEN UNITS Â deleteVehicle unitHeli; Â deleteVehicle unit1; Â deleteVehicle unit2; Â deleteVehicle unit3 }; The _action var was set by one of 3 radio commands. Using actions 1 and 2 recreated the bug, even though the command was given to delete the three units, once the heli was deleted they just popped out of nowhere on the clients , but didnt seem to exist on the server, sounds like a netcode bug? Running 1 then 3 didn't cause any problems. Share this post Link to post Share on other sites
i0n0s 0 Posted October 16, 2008 Thanks to Old Bear and FABfm we have now a French translation of the RTE: RTEditorV4_Rev3_Fix.rar The manual and the youtube-subtitle are also translated: http://arma.jonasscholz.de/rte http://arma.jonasscholz.de/rte/fr http://arma.jonasscholz.de/rte/en http://arma.jonasscholz.de/rte/de No other fixes included in that file. Share this post Link to post Share on other sites
big 0 Posted October 17, 2008 Armaholic mirror updated, now contains this version with French translation: Real Time Editor V4 - FIX Share this post Link to post Share on other sites
Stavanger 0 Posted October 17, 2008 Mirror updated by ePrison.de Real Time Editor V4 Revision 3 FIX by i0n0s good job, thanks for the Manual´s! Regards, Stavanger Share this post Link to post Share on other sites
i0n0s 0 Posted October 21, 2008 Sadly that message was more important: There is a bug with UPS and KRON_Strings. Both have a function named KRON_getArg, but with different parameters. Why is that bug important for the RTE? The RTE (and the dedicated server scripts) includes KRON_Strings. Therefore an error message will appear when using it with UPS. To fix the problem: -Open UPS.sqf with a text editor -Replace every occurrence of "KRON_getArg" with "KRON_UPS_getArg". Please note that this is only required when: -Hosting a mission using UPS while having the RTE installed -When using "RTE_Export.sqf" and UPS within a mission. Share this post Link to post Share on other sites
[frl]myke 14 Posted October 28, 2008 No need to repeat all other opinions....ah f***: excellent tool, just awesome! Theres only one feature that i miss: using exported scripts without RTE installed. This would be good to keep missions addon-free. I guess a good programmer could implement a function that copies a folder containing all required functions into the mission folder and adding a rte_init.sqf (with all precompile calls) which then just has to be called from the missions init.sqf to precompile the functions. This would be very helpful to keep missions addonfree as all needed functions/scripts would be included in the mission itself. I hope you take this into account. Keep up your genious work. Myke out Share this post Link to post Share on other sites
i0n0s 0 Posted October 28, 2008 That is why the RTE_Export.sqf is included (RTE_Export folder). It creates all the function which are required to use the scripts without the RTE. Share this post Link to post Share on other sites
[frl]myke 14 Posted October 28, 2008 *sigh*...head --> table. Jep, now as you mentoined it i saw the code example in the readme. Besides in the code example it isn't written in the manual so maybe add one or two lines about this export script would be helpful. Sorry for that. Share this post Link to post Share on other sites
icebreakr 3157 Posted October 28, 2008 Would it be possible to use a special key to copy all selected objects in RTE 3d-view to clipboard and paste them back into crappy BIS 2d editor? Share this post Link to post Share on other sites
MehMan 0 Posted October 28, 2008 You can, you export them and then use the merge with sqm function. Share this post Link to post Share on other sites
i0n0s 0 Posted October 31, 2008 Bis 2D editor don't use the clipboard. So this way can't work. Share this post Link to post Share on other sites
gunterlund 0 Posted October 31, 2008 io Im trying to put an insurgent on the roof. I can move him up to the second floor but when I move laterally onto the roof he dies. What am I doing wrong Share this post Link to post Share on other sites
i0n0s 0 Posted October 31, 2008 Which map? Which building? It should work without his death. Share this post Link to post Share on other sites
gunterlund 0 Posted October 31, 2008 tried with both avgani and sara. I can raise the guy up next to the building and slide him over correct? Also tried with rhamadi as well. he dies and I get a white circle around it. Share this post Link to post Share on other sites
i0n0s 0 Posted October 31, 2008 Can you be more precise and describe it more in detail? Because I've tried it on avghani and could move the unit through into the building and then on the roof without him dying (but crying). Edit: Short video on youtube while lifting a unit: Only ctrl and the mouse were used. Share this post Link to post Share on other sites
gunterlund 0 Posted October 31, 2008 If you try to move the man up more than one floor he ends up dying. What Im doing now after your video is sliding the guy inside the building then straight up. If he goes through more than one floor he dies and gets a white circle around him. Share this post Link to post Share on other sites
i0n0s 0 Posted October 31, 2008 Do you have any instant messenger? Please pm me, so I can contact you. This behaviour shouldn't happen. Any selected unit shouldn't be able to die. Share this post Link to post Share on other sites
mattxr 9 Posted October 31, 2008 If you try to move the man up more than one floor he ends up dying. What Im doing now after your video is sliding the guy inside the building then straight up. If he goes through more than one floor he dies and gets a white circle around him. It happens sometimes, when dragging a unit through the floors or walls of a building you hear him scream in pain sometimes die.. best to drag him outside of the building into the height you want they move him inside. Share this post Link to post Share on other sites
gunterlund 0 Posted October 31, 2008 If you try to move the man up more than one floor he ends up dying. What Im doing now after your video is sliding the guy inside the building then straight up. If he goes through more than one floor he dies and gets a white circle around him. It happens sometimes, when dragging a unit through the floors or walls of a building you hear him scream in pain sometimes die.. best to drag him outside of the building into the height you want they move him inside. hI Matt I tried that but when you move him laterally to get him over the roof they end up dying. Share this post Link to post Share on other sites
gunterlund 0 Posted October 31, 2008 Do you have any instant messenger? Please pm me, so I can contact you.This behaviour shouldn't happen. Any selected unit shouldn't be able to die. I have aol instant messanger. Does that work. Share this post Link to post Share on other sites
i0n0s 0 Posted October 31, 2008 *No selected soldiers were killed during the making of the RTE* No idea why some die. gunterlund, AIM should work, /me = 116288877. Share this post Link to post Share on other sites
PTV-Jobo 820 Posted November 1, 2008 Hey guys, I'm a real noob when it comes to RTE, so please forgive the stupid questions. I was wondering if it's possible to work on something and then save the RTE project to come back to at a later time? I got sick in the middle of working on a big FOB and lost about 6 hours worth of work the last time. So I hope I can save my WIP's to come back to like the next day or something. Share this post Link to post Share on other sites
i0n0s 0 Posted November 1, 2008 You can. Just export the hole project, save the xml-file, then convert to sqf. When you want to continue on your project, run the sqf script and (nearly) everything would be like before. Be aware that "unconnected" waypoints will get dropped. "Unconnected" means that the waypoint ain't connected (over other waypoints) with a group. Those will get lost. Share this post Link to post Share on other sites