Jump to content
Sign in to follow this  
darkside six

arma2 in 3D Editor

Recommended Posts

I would like to now if its possible to merge a PBO made from the 3DEditor to a completed capture and hold map. All i want to do is merge the objects from the new map to the old one. I noticed when I unPBO the new map i made, it had givin me a mission.sqf and also a file called mission.biedi which Id never seen before.

I did try merging it once but it didnt work. The PBO i used was one that was saved from the BIS MPMissions folder. Hope someone else has had more success on this then me. :confused:

Any help on this would be good thanks.

Share this post


Link to post
Share on other sites

There are threads about this already in here. Search for them. There were some suggestions on how to do it, but most of us never succeded getting it to work.

BIS needs to finish it up and "unlock" it - make it useful to us.

Share this post


Link to post
Share on other sites

I decided to bring this post back up instead of making a new one, so has BIS unlocked its 3d editor yet and be able to save mission.sqm now.

Share this post


Link to post
Share on other sites

I got the 3d editor to work both in single and mutli player just not on standalone server but I think there is a fix-- unlock out in one of the community threads for patch 1.05.

Share this post


Link to post
Share on other sites

Maybe someone will know, im executing the 3d editor file through the 2d editor.

So when i trigger something it spawns the objects and units i made in the 3d file. That works fine.

When i play mulitplayer with 2 or more people, i find it doubles everything up, so where i placed 1 unit, 2 will be spawned instead of one.

I need to execute it once for all players.

Any one know how?

Share this post


Link to post
Share on other sites

@killenger you need to execute that SQF file only on server and there are some lines you possibly need to remove (not necessarily).

Open mission.sqf in text editor (I prefer Notepad++)

Remove these lines (or similar, they are at the top of mission.sqf)

activateAddons [
];

activateAddons [];
initAmbientLife;

Your mission SQM will have all addons needed, but if you are using some adon for the first time in that SQF leave activateAddons [];

Now, several lines below you will find this:

_group_0 = createGroup _center_0;

_unit_0 = objNull;
if (true) then
{
 bla bla bla anything

 if (true) then {selectPlayer _this;};
};

You won't need that if you SQM mission already HAS a player!!!

Go to the end of the file mission.sqf and find this:

processInitCommands;
runInitScript;
finishMissionInit;

and you need to delete two lines at the end, leaving just processInitCommands; if you want to process some init line commands, but I don't prefer that.

Use Double trigger method to activate your mission.

Example:

Trigger 1

Condition: !alive dude

onAct: execute = true; publicvariable "execute";

Trigger 2

Condition: execute and isServer

onAct: null = [] execVM "YourMissionName\mission.sqf";

@danewillems what do you mean you can "use" only vehicles?

Share this post


Link to post
Share on other sites
On 2/14/2011 at 6:28 AM, danewillems said:

im so confused how does ur guys 3d editor work well mine sucks really bad i cant even use people only vehicles

Yes, I know it's been years but i'd like to know this too.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×