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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. If only there was a soundLength scripting command to get the length of given sound with..........
  2. Not that familiar with MP stuff, but I'd reckon that would be the best place to put this. EDIT: Although, the removeItem etc stuff might require this to be a bit more complex than that simple code I posted when used in MP.. Someone more MP oriented might have more valuable input on this..
  3. addMissionEventHandler ["EachFrame", { if (visibleGPS && {cameraView == "gunner"}) then { player unlinkItem "ItemGPS"; } else { player linkItem "ItemGPS"; }; }]; Hides the GPS when aiming, and the player needs to open it again when no longer aiming.
  4. Seems that if using Eden Enhanced and this it blocks the XFUNCTIONS button on the debug console. You can see the button faded under the FUNCTIONS button. Dunno if there's much you or Revo can do about this, other than one of you changing the button into listbox to select which one to use if both mods are loaded
  5. h -

    Emitter 3Ditor

    Sort of, yes. Currently there are a lot of cloudlets/lights that are not available in the tool's list(s) due to scripting limitations but I am trying to figure out how to get the rest of them to be usable. Problem is that they use expressions as values and those expressions can not be evaluated because there is no way to get some engine internal values used in them. The scripting commands used to do the editing do not support expressions. The actual hit effects and such are not available due to the above issue (they are combinations of cloudlet/light classes), but I am also trying to figure out a way to have those effects editable with this. Edit: But you can change some of the vanilla cloudlets/lights and export the new values in config format to make a new addon.
  6. h -

    Emitter 3Ditor

    Ok, nice. Can breathe easy now
  7. h -

    Emitter 3Ditor

    If using the "defaults" button in the keybind dialog (prefs -> "keybinds" button) does not fix this then I'm in a completeish loss as to what is going on.. I have only seen this happening if you for some reason use the 1.024 version after having already ran 1.025 If you execute the following code in the debug console, what does it print out? ["emittered_prefs", "keybind_insert"] call HNEG_fnc_prefsFetch
  8. h -

    Emitter 3Ditor

    You mean all the shortcuts?? That's pretty weird, can't really see why that would happen unless the mod files or your profileNamespace got corrupted somehow.. I'm assuming you're using the latest version so have you tried assigning a new keybind for something to see if that custom keybind works?
  9. h -

    Emitter 3Ditor

    Small 'hotfix' released: Workshop Download (and filename) stays the same: DL
  10. h -

    Emitter 3Ditor

    Emitter 3Ditor updated to version 1.025: - ADDED: Emitters inserted with this tool now have basic interaction with Zeus; emitters can be moved, deleted and toggled on/off. Refer to the manual for detailed information, page 74. IMPORTANT NOTE!!: Zeus scenarios made with version 1.024 have to be loaded into Eden and re-exported for these changes to take effect in that scenario. !! - ADDED: custom keybinds setup for all possible tool kb shortcuts, refer to manual page 75 - ADDED: values on number and array data fields on the tool UI can now be adjusted with the mousewheel. Refer to the manual for more details, page 77 - ADDED: a warning prompt about High Particle Quality setting and possible 'DX11 ERROR BUFFER MAP FAILED' CTD Rest of the changelog: Workshop DL
  11. Oh, nice. 🙂 Two things that caught my eye: - seems that one can't select text from the code window, only way to copy is to press the 'copy to clipboard' button copying the whole code. Or am I missing something, or a limitation? - Any change adding a font size "selector" for the code window? On my screen (1920x1200 Ui small) the font is annoyingly big
  12. h -

    Emitter 3Ditor

    Awwwww.... What you're asking for is not possible.
  13. 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
  14. 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
  15. 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
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