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h -

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About h -

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    Master Sergeant

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    http://www.ofpec.com
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    channel/UC_uj_TyalRmTkHcDHzj43iw

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    Finland

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  1. h -

    Emitter 3Ditor

    Awwwww.... What you're asking for is not possible.
  2. h -

    3den event handlers

    Oops, omitted to correct you on another matter: add3DENEventhandler does not work on those object eventhandlers, you add them with regular addEventHandler, so should be: (get3DENSelected "object" select 0) addEventHandler ["AttributesChanged3DEN", { params ["_object"]; systemChat str _object; }]; 3DENEventhandlers are handlers for Eden actions like selecting some widget, saving a mission, undoing, deleting and so forth. The line removeAll3DENEventHandlers "AttributesChanged3DEN"; is also incorrect because no such 3den eh exists. One thing worth noting when fiddling with the Eden commands is that some of them report no errors even if you make one, and some of them CTD the game if you pass erroneous data.. Can't remember the CTD causing commands but usually if a command takes an entity as an argument, which in eden can be both a number (eden id) and an object, and you pass a null-object = ACCESS VIOLATION BLAHBLAHBLAH
  3. h -

    3den event handlers

    How did you define the object you attached the EH to? Because naming the object and using the name in the console in Eden does not work. You need to for example select the unit and then use : (get3DENSelected "object" select 0) add3DENEventHandler ["AttributesChanged3DEN", { params ["_object"]; systemChat str _object }]; The eh will fire after the rotation or whatever is done, not when it starts or during it. EDIT: And obviously eden ehs only work in eden
  4. h -

    Emitter 3Ditor

    Just did a small update because realized I had f'd up and forgotten to include the in-game functions from both worseshop and dl versions I guess not many have gone through the huge manual then EDIT: Oh, and if someone is interested in translating a ton of texts (tooltips, Eden tutorials, messages/notes): https://github.com/hneg/emed_translations
  5. h -

    Emitter 3Ditor

    Yeah, unfortunately had to so the sync that way due to technical issues. Same goes for copy/pasting, you can not ctrl+c/ctrl+v the emitters, you need to use the tool's own cloning button or shift + alt + c
  6. h -

    Emitter 3Ditor

    @stburr91 Elevation can be changed using the Eden translation widget + switching surface snapping off. As for the issues, seem really strange. I haven't had any issues with for example previewing in a long long long time. I reckon this can of course be affected by FPS and such. Were these problems present in the "MP editor" or regular? The tutorial windows are placed on the side of the screen to allow you try things mentioned in them while viewing, however if the tutorial window cuts off that's of course not desired at all. It's due to the game's UI stuff being really PITA (at least for me) so it is possible it doesn't work properly on some resolution/UI size settings. I tried testing them the best I could but of course something may have slipped through the cracks. Screenshot and resolution/UI size settings would be helpful if there are any UI issues. Also in case of tutorials which are the troublesome ones.
  7. h -

    Emitter 3Ditor

    Thanks @.kju Hopefully the tool is worth the praise.. One other thing I forgot to add: My Discord Nothing special there, but it exists..
  8. h -

    Emitter 3Ditor

    Lol, this forum software ate my dl links (because auto-youtube embed) Anyways: - Steam WorseShop - A bit more ye olde skool download EDIT: Oh, and before I forget, NOTE that Multiplayer is a bit of an unknown so if your scenario edited with this "melts" a server then it's my doing.. :(
  9. Eden WYSIWYG emitter editor Use particle and light emitters in your scenarios without any scripting. Adds an emitter editor akin to the old "utility mission" editor that has floated around since the original OFP and the "Eden way" of adding emitters via object attributes. Does NOT create dependencies, as in this mod is not required to play the scenarios edited with it. Before you get all excited you must remember that this is just scripted pile so it is not 100% stable, you will break it, you will possibly ruin your scenario with it etc. So bear that in mind. Features include: - add emitters (particle/light) and edit their parameters in Eden, in real time. WYSIWYG, will appear in scenario as it does in Eden - Attach emitters to virtually anything (Eden entities, terrain objects, object selections) - Save emitter parameter presets - Export emitter parameters in sqf format like with the old "utility mission", sometimes you just want/need to script it - Export emitter parameters as config class, greatly speed up creating your CfgCloudlets and CfgLights effects - Includes "scenario function set" to deal with the emitters added with this tool in "mission runtime" - Full set of Eden tutorials - 100+ page pdf manual with a lot of examples on how to use the tool... License: You are not allowed to make any derivative works of this mod or it’s documentation in portions or as a whole. You are not allowed to repackage or distribute a repackage of this mod or it’s documentation. Obviously Steam Workshop EULA additionally applies to the Steam Workshop version of this mod and it’s documentation. A few videos: Obtain from: - Steam WorseShop - Ye olde skool download Contacts: - Discord Thans to: - Undeceived - R3vo - savedbygrace - sokolonko + the rest of the NF single girls - sa8gecko - BI
  10. Would be seconds to live after creation, as in the object would be automatically deleted after the given amount of seconds.
  11. On the topic of scripting command improvement hopes, I wouldn't mind if we got a additional 'lifetime' parameters for the createVehicle/Agent etc commands : type createVehicle [position, timeToLive] createVehicle [type, position, markers, placement, special, timeToLive] playSound and playSound3D should have 'get' versions, even better if there was an event for this <playedSound> //returns the most recent soundsource and the name of the most recent sound played playSound "alarm"; playedSound; // returns [<source>, "alarm"] <playedSound3D> //returns the most recent soundsource and the name of the most recent sound played playSound3D ["A3\Sounds_F\sfx\blip1.wav", player]; playedSound3D; // returns [<soundsource>, "A3\Sounds_F\sfx\blip1.wav"] or addMissionEventHandler ["playedSound", { params["_soundSource", "_sound"]; }]; Also command for getting the length of the sound file wouldn't get frowned upon..
  12. Indeed, back in the day when that first pic was shown I thought my hopes would finally become true, but no :(
  13. Quite. IMO there should have been a large detailed wiki article with lot of pics and vids written years ago about how the AI "sees" the world, how it's "thinking" process works (how it interprets what it "sees" > how it reacts to > why it reacts that way), why on earth there even is the "auto-combat" mode (and why the AI acts like it acts when in it), and so on, which would of course include this driving "brain" as well..
  14. h -

    Flare Illumination

    Completely forgot about this one.. No idea what the values were before but the intensity of CfgLights class FlareLight is quite massive (outside the int range -> intensity = 1e+007 = 1^7 = 10 000 000) but because the attenuation values it doesn't actually illuminate anything no matter how insanely high you set the intensity the light simply dies off too close to the source.. As it's called 'intensity' I guess the value is in candelas (intensity of a light source, 10 000 000 candelas = (pretty much) 10 000 000 lumens) which basically means "the brightness of the light at source" so the FlareLight is actually pretty damn bright, it just doesn't illuminate anything, which means claiming that the flares aren't bright enough is false
  15. h -

    Flare Illumination

    Sounds like a plan. And if using Grumpy's methods of getting the color etc data those could be stored in the lightpoint array at mision init as well for faster referencing EDIT: Or a separate array, sorted by type or something.
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