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Coolhand101e

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About Coolhand101e

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  1. Coolhand101e

    Eden editor marker colour bug after update

    I have the same problem. The only solution I found when I put an ellipse marker and want to change its color is to use letters of the alphabet on the keyboard. This gives me very few options compared to the normal array of 17 usable colors. D gives me default (black), B also gives Black, P gives Pink, G gives Grey, R gives Red, Y gives Yellow, O gives Orange, K gives Khaki (sometimes), C give Civilian (sometimes), and I just rediscovered my green under I for Independent (sometimes you need to press the letter more than once) , and that's about it. A bit frustrating because I'm used to putting the blue from Blufor and the red from Opfor on my maps. The regular markers have the drop-down menu, but not the "areas". It's similar to the INTEL module for "create task" that used to give a blank selection in "task type" after 1.66 and is now fixed in 1.68 (why break the ellipse that seemed to work well before, I don't know). Just trying to help. I'll go re-check the integrity of my files, but the hotfix doesn't seem to have fixed this. ***EDIT: Still happens after verifying integrity, tested it both in "vanilla" or with 3DEN enhanced with the same result.***
  2. Yeah, I've been playing since Operation Flashpoint and I don't really plan on stopping playing the ARMA games anytime soon, it's just that once in a while, when we get updates, it's almost as if we have to go to school to "re-learn" how do do things. I love improvements like the 3DEN editor (yeah, took me a month or two to feel comfortable with it, but I like it. and YES, it DOES make it way easier for casual mission editing), but sometimes I feel like some things were just better as they were before. Remember when we could simply put text in a trigger? Now we have to do this in the trigger's activation field: :huh: cutText ["insert your text here.","PLAIN",2]; WHY??? Just another example of things I don't understand why it needed to be changed. In the meantime, If someone reading knows the workaround to putting in task type (script, changing the mission.sqm file, anything...), please post it here for my "copy paste" pleasure. :rolleyes: .
  3. Yeah, I'm happy I found this thread. I tried it with addons, without addons (vanilla), with 3DEN enhanced and without. We used to be able to put in a task type manually, but the drop down option (which could have been helpful if it contained the usual choices of task types) offers nothing, so I'm stuck with the default task icon. I liked my nice little icons for attack, defend, destroy, kill, etc... and I even made a local copy on my hard drive for quick reference when making missions. This releasing patches with changes just for "change's sake" with stuff that doesn't work has to stop. I just returned to editing after taking a break from it (due in large part to frustrations in changes that didn't work or that changed the way I had to do things to make them work). Good people of BI, If you want your mission makers to keep playing with the editor, make sure the changes you make actually work or have a purpose or people like me who just like making fun simple missions will find their fun elsewhere. I hate spending a whole Saturday afternoon tweaking a mission idea just to come to a dead stop due to a "mistake" or whatever you want to call this latest frustration. I'm going to stop now and go play a quick Dynamic Recon Ops game for fun. I don't post often on the forums because I usually find the answers I want quickly, but this time I had to mention this ARMA 3 "troubleshooting" error to vent my frustration at an otherwise superb game/simulation. Fix this soon please.
  4. Thank You Kylania! Yes, I already had the 3den Enhanced installed and from what I had read this function didn't quite work in its previous iteration, but you're right, that checkbox exists now and it works! Important: on the respawn option, it shouldn't be set on "disabled", but on "respawn on custom position", and I also clicked the "show respawn counter" for my 7 second delay. Just to add value to the topic, when I continued testing, I remembered something else. If you DON'T click the "Disable AI" button for the other playable slots in your mission in the multiplayer setup for the mission, the AI units will respawn when shot dead, but they will not have their custom loadouts, they'll have the default "class" loadout that comes with their role (note to self: I'll have to check with my tester friends to make sure all human players get their custom loadouts). The workaround for that (playable units respawning as AI with custom loadouts) is custom scripts and triggers for all units, and it can be quite a pain to deal with (I've done it, and making it work with addons/mods and all is not easy... especially on longer missions where you want the "base" respawn to move to another location as the mission progresses from an objective to another; you actually have to move the triggers for all affected units, think of local and global space... complex stuff for most mission builders). If you want other "friendly AI helpers", simply make them part of your squad and do not make them "playable". They won't come back, but they'll start armed the way you set them up. As I mentioned in my first post, the simple alternative can be to set respawn as "group" instead of "base" to respawn as a customised "playable" member of the group.
  5. Hi, I'll side with splash58 on this one... and here's why. Despite all the wikis and mission design stuff made to try and help us understand the code behind the game, it's never quite easy to get respawns that act like we'd like them to. Here's my long story (if you're not interested in details, go to the bottom of my post for my question in bold characters) I've been playing Arma games since Operation Flashpoint (Cold War Crisis now) and I've always enjoyed making missions for my friends and I to play and have fun in. The stuff I've learned about mission making, scripting (.sqs and .sqf files) and description.ext files is amazing and I love how this game keeps giving more and more to players and keeps improving. The respawn situation still is somewhat of a mystery to me and I'm sure I'm not the only one reading the wiki stuff and the various community sites (which really help sometimes, thank you all) but I still have a question regarding something I haven't been able to do since the first Arma game. If I make a multiplayer co-op mission for my friends and I to play against AI soldiers, the only "simple way" for me to respawn with my "awesome kit I made in the virtual arsenal" is to choose the "group" respawn to respawn as one of the cool soldiers I made playable in my team. That's it = SIMPLE. In the first Arma, a guy named Toadlife had made a nice script, and with it you could respawn at the "base" respawn marker with the kit you made for your soldier, and there was even an option to respawn with the ammount of ammo you had when you died, or the loadout you first started with (as simple as changing a 0 to a 1). THIS was heaven for the kind of games we played. In the basic Arma 2, it still worked, in Operation Arrowhead however, it lost its effectiveness due to the addition of backpacks, and well in Arma 3, we've had to find workaround solutions like putting triggers in the respawn marker area with scripts for each individual soldier and activated by each soldier, etc. etc. I have nightmares of triggers not activating properly by the wrong player and the one line of code that brings errors... I've tried stealing some scripts made by others, some of which almost worked but left one magazine less than what I was supposed to get... and it goes on and on... It's either that, or get the kit that comes default for the autorifleman everytime I respawn (instead of the one I made with the black MX SW and a booniehat and something else than the T-Shirt). Whenever I see a new thing related to respawns, I get my hopes up, only to get either more confused, frustrated or reverting to my endless scripts and all... I tried the new 1.60 respawn thing in Eden today, and I liked that when I chose "instant" I came back with the custom kit I made for myself in the editor, but when I switched to "base", I came back with the default autorifleman mentionned earlier. I read a little about the CfgRespawnInventory and BIS_fnc_addRespawnInventory and that just got me more confused as to how to incorporate them in a description.ext (tried it, I didn't see my new class west 1 and class west 2 that I tried to write in the .ext file in the new respawn menu that shows up with the ability to respawn as a default autorifleman again). Maybe I'm doing something wrong, yes I'm becoming aware that scripting is not for noobs and no, I didn't forget to put a ; at the end of a line, and no, I didn't leave brackets [ ] open or whatnot. So here's the question I'd like to ask to BIS, scripters or modders out there in the community: Could someone put a nice little check box somewhere in the editor that would copy my inventory I made in Eden (or an export of the virtual arsenal) to the new soldier I spawn in when I'm back at my "Respawn_West" marker? P.S. If this box already exists, please show me where to find it, point me in the right direction. I NEED this ;-) I'm asking for all the new players out there who know how to make simple stuff in Eden but would like to have more than just one chance to beat the enemy AI soldiers (which always seem harder to eliminate in multiplayer) with a simple respawn from time to time. It's a shame to have such a customizable game/simulation and not be able to take advantage of it all in a simple way. I'll stop and wait for replies now... Thank you!
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