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tark

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Everything posted by tark

  1. tark

    Loadout Transfer 2

    Discovered your addon and got my whole group to begin using it- and its been fantastic! Thank you for developing this! Our prep to mission time has dropped significantly. Something we were wondering about was if it was possible to enable the "Check Player" function for anyone to use. I know that's not the designed purpose of it, but we run a small number of people. Have you considered this before? If not, and you're not willing, that's fine. Its still a very useful addon. ?
  2. tark

    [Early Preview] 3D Editor

    Yes, if you get one of the editor extension mods. This editor lists all the same objects available to you in the 2D Editor, getting a mod that provides the non-listed objects will allow you to use them in this as well.
  3. tark

    Menu Extension

    The only thing different from before is that ArmA 3 has to have a command line parameter set to load a 3D mission file on startup, I'm guessing this is the way it is simply because they've gotten rid of the shortcut/dialog to access it; which is why I ask.
  4. tark

    Menu Extension

    Could this be used to re-add the ability to access the 3D Editor from the main menu? Great addon by the way!
  5. Hey Shay, is there any chance you're thinking about expanding on the 3D Editor a bit more? For example, being able to toggle a setting that "attaches" the camera to the object you're manipulating would be really awesome to have if you're messing with objects that are really high; currently it's very hard and disorientating as you're aiming at the ground beneath the object, not at the object itself. An even simpler fix for this would be adding the ability to change the camera and object spawners' "floor" height via increments of x meters. Another feature would be the ability to set the angle of objects. It wouldn't have to be complex, merely having a few presets that utilize setVectorDirAndUp would be great. An example would be to force an object on top of another certain object (One that for some reason makes the new object's orientation change when placed) to be facing straight up, kind of like the terrain alignment setting, or making a destroyed vehicle be on its' side.
  6. tark

    WW AICover

    Is this MP-compatible?
  7. Any chances for improving the position controls? Something that would allow for more fine adjustment, like 3D gizmos or somesuch?
  8. And this means no help should be offered? The shitty broken 3D-Editor is still lightyears ahead of the 2D one if you're going to be actually making an interesting area for players to be in. Personally I wonder why so few people use it and why so little help is available, it's almost as if there's a stigma to even mentioning it.
  9. I couldn't agree more, ArmA's open-multiplayer environment has really gotten into a lull over the years even when it could grow into something so much more. I would be thrilled to be able to support this project, even if I am just a small-time mission maker.
  10. Oh my god, thank you for this! If this can replace the semi-broken 3D Editor, that'd be absolutely fantastic! Can't wait to try it out :D.
  11. Are fixes for the Time of Day stuff going to be included? :D. They happen whenever the mission maker changes the ToD, it kicks it around and doesn't ever stop where the mission-maker wants it to. It also does the same thing when a player joins the server. Another issue I've found is that if the mission maker times out he still remains as the mission maker, ala no-one else can login to the console.
  12. Is it just me or do waypoints in the group generator seem to randomly place themselves or not place themselves? Also, setting the Time of Day will randomly kick forward the time another hour once you've already set it, bit weird.
  13. Everything's working peachy again. :D. Also, anyone noticing some weird 3D-Editor spawning behaviour when dealing with some of the A3 fortifications? Like them spawning away from the cursor?
  14. What's the suggested configuration if this is going to be used on a listen server? Only the host runs it or does everyone?
  15. 3D editor is still very broken. Mission Settings doesn't work either. Nevermind apparently that even though we downloaded it manually off Armaholic 'n stuff it was still an old version, r7 here we go! Edit: Oh, okay, the changelog doesn't have r7, so even though we thought we weren't on the latest... we actually were. So no, 3D editor is still broken, hotfix and all.
  16. No, there's no real way to edit stuff easily underwater. Your only option, if you're in the 2D editor, is trial-and-error using setPos with negative Z values on the objects' init fields. 3D editor might as well be the same except it's a much faster trial-and-error, as you can drag the objects below the surface using Alt and then previewing and swimming down to them immediately to see if they're where you want them.
  17. Here is a converter that will take the 3D mission scripts (mission.sqf) and convert them into 2D mission files (mission.sqm), though it will drop certain information from your mission.sqf when converting; namely any object that isn't categorized as "Empty" and the height information from these objects. One thing to note, however, is that the 3D Editor outputs scripts. That's really all they are, perfectly executable with all information, units, etc included via execVM, so if you really need the height of the objects or other data that's stripped when converting you can place the mission.sqf from the 3D mission into your 2D mission's folder and run it from init.sqf, and everything will work perfectly (And you'll be able to edit the 3D contents at a later date!).
  18. Alternatively you can just execVM the mission.sqf the 3D Editor generates in init, it'll keep all of the data for the objects which is stripped when converting it to .sqm (Height, health, fuel, name, so on).
  19. tark

    3D Editor (Real Time)

    Is it possible he brought over the files necessary from ArmA 2? Like editor.pbo? Or am I a dummy.
  20. tark

    ArmA 3 on Steamworks?

    What are you thinking Steam is going to do to addons and mods? Rape and murder all of the developers and set their computers ablaze? Christ, Workshop isn't even a necessary thing for the games that DO have it enabled, YOU CAN STILL USE TRADITIONAL METHODS TO INSTALL 3RD PARTY CONTENT, not to mention the fact that it hasn't even been STATED that Workshop would be enabled for ArmA 3 in the first place. You people are sure scared at the prospect of a whole lot of nothing happening, aren't you?
  21. I don't know why you guys are so against the 3D Editor. As buggy and unfinished as it may be it can still serve a very useful purpose. I find it much easier to construct bases, outposts, anything like that using the 3D Editor, then I just convert the mission.sqf generated from the 3D Editor into a mission.sqm, and merge it with my main mission file. I've done this many times before and it works flawlessly, and many times has it been a godsend.
  22. The problem with this is that the image quality of the Steam Screenshot feature is absolutely dreadful. Trust me, you're better off using Fraps. By a long shot.
  23. Alright, seriously, none of this makes sense. I'm part of a gaming group of around 17-22 people, we LOVE ACRE, except for one INSANELY common error: "dsound.dll not loaded! Please check @JayArmA2Lib installation!" It comes and it goes without any reason, whether we downloaded ACRE through SIXUpdater or by the Zip, whether we did a clean install or not, whether we ran ArmA2CO through Steam or not, whether it's retail A2 and Steam OA, whether it's Steam CO, it's entirely unpredictable. Some people have gotten it working, shared their methods, and then others have found those methods to not work at all. What is the deal with this? Yes, of course dsound.dll is in the A2OA root, and yes, of course @JayArmA2Lib is running, and is in fact the first mod in the mod line.
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