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moricky

BI Developer
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Everything posted by moricky

  1. moricky

    How is Respawn to work in Eden?

    "Mission Fail if Everyone is dead" has an effect, but the description is perhaps a bit confusing. When checked, it won't end the scenario immediately when all players are dead, but creates animated end screen effect. The second mentioned point is indeed an an issue and I just fixed it, coming to the next dev build. It happened when respawn templates were configured (doesn't matter whether in Eden or in description.ext). They were used even when there were on more playable slots available, instead of spectator camera. In any case, there's no such thing as "Eden respawn settings". If there's an issue there, the same issue will happen with description.ext.
  2. Are these those two you're talking about?
  3. Camping lantern is available, search for Camping Lantern in Objects > Props. Road cone with light is also available, search for Road Cone (Light) in Objects > Props. Are there any other objects you're missing? With the Eden editor release, we revised availability and categorization of all existing objects and most of them should be listed now. Only exceptions so far are collection objects (i.e. objects which are parts of larger collection, like hospital or Kavala castle) and natural objects (e.g., rocks and vegetation). We'd like to add them eventually.
  4. moricky

    EDEN Editor BUGS

    Scenario variables are not saved between scenarios. That's how it works since OFP. Think of it as a campaign: * 1st scenario - editor * 2nd scenario - preview * 3rd scenario - editor again * 4th scenario - editor on different terrain * etc.
  5. moricky

    Eden Feature Requests

    Coming to the next dev build update.
  6. moricky

    EDEN Editor BUGS

    It is intentional, more detailed description can be found on Community Wiki (with flowcharts!)
  7. moricky

    [Feedback] Create Compositions

    Fixed, the list will now have the same width and font size as the list in the asset browser. As in any other drop-down menu, you can start typing while it's expanded and it will search for items starting with typed word.
  8. It's intentional. First run is for data validation, and second will actually apply them. Added to the documentation.
  9. moricky

    Eden Feature Requests

    setVectoruUp and setVectorDir (or setVectorUpAndDir) should fork fine on the camera (retrievable by get3DENCamera).
  10. moricky

    3D->2D

    While the Eden Editor can import 2D scenario files, 2D editor is incapable of loading Eden editor scenarios. It's intentional, we're abandoning 2D editor completely.
  11. moricky

    PLP BeachObjects

    You may also want to categorize all those objects according to updated object categorization system.
  12. moricky

    Eden custom attributes init order

    Added to the page.
  13. Thanks for info, I fixed the issue. Will be available in one of the upcoming dev build updates.
  14. moricky

    allowManualRespawn has no effect

    Thanks for feedback, will be fixed in one of the upcoming dev build updates.
  15. Eden is not supposed to hide any vegetation, so what you're encountering is probably a bug. Do you think you could create a video or gif of it, so we could see how does it look like?
  16. moricky

    Eden default sub categorys

    It's supposed to be EdSubcat_Personnel_Camo_Urban, not EdSubcat_Personnel_Urban. Check the full list of categories and subcategories on Community Wiki.
  17. moricky

    How to add your own subcategories?

    I expanded the documentation with examples how to configure categories and subcategories.
  18. You're asking for HTR_testAtt (attribute class), while it should be HTR_testAttID (attribute property). It's entirely my fault - the documentation was quite confusing about that, even mentioning class on many occasions. I fixed affected pages, it should be clearer now.
  19. moricky

    Eden Feature Requests

    They are not completely realistic. Some time ago we considered fixing it, but decided against it because it would affect already published night scenarios.
  20. I've added a big warning to all Community WIki pages about attributes to prevent further misunderstanding. The attribute system exists only within the editor, keeping in in memory during scenario would not be efficient. That's why each attribute has an expression - you can use it to apply attribute values to the scenario.
  21. Yet allowDamage attribute is a custom one as well. I'll investigate. s2 get3DENAttribute "Revo_animType"; Where are you using this code? The variable won't be available in the editor (they are assigned only at the scenario start), and checking for attribute won't work in the preview, because attributes exist only in the editor.
  22. moricky

    Eden Feature Requests

    Like this? ;) (we actually had it ready for some time, it just didn't get to the final release)
  23. moricky

    Independents not hostile to Blufor in MP

    You copy/paste specific entities, not scenario settings. Check how independents allegiance is set in that new mission you made.
  24. moricky

    Removal of the 2D Editor

    Both 2D Editor and Eden Editor are using the same object library and visibility settings. What's visible in one should be visible in the other as well. However, the Eden Editor is using updated object categorization.
  25. Could you please show me how is the attribute configured and how are you trying to retrieve it using get3DENAttribute? When I try it for example on allowDamage attribute (Object: Special States / Enable Damage in game), it works fine. I'm using this code in the debug console to get the attribute value. The object has to be selected. (get3DENSelected "object" select 0) get3DENAttribute "allowDamage"
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