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mecharius

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Everything posted by mecharius

  1. Utes is done! Send me links to the EMF files of the maps you would like added and I'll make sure they are in the next release. If they aren't BI maps I'll need evidence of permission to include the image files from the original author. If we don't have that I can set up the map so it is supported in the editor but you will have to supply your own map image "somehow". I still can't get the typography command to work so if you can see your way to doing Bornholm and Caribou Frontier I'd be a happy man :) EDIT: Shapur is also done.
  2. Awesome! Why don't you send me a link to your favourite map and I'll see how easy the process is. Once I have that sorted out we can try others... Nice one!
  3. I'd love to have more maps in Anvil! The main issue is getting an image which is high enough quality so that it is usable in the editor. Once I have an image (with clear grid lines) I can do the config work that Anvil requires to convert map image coordinates to game map coordinates and back again. If anybody is able to provide me with suitable map images (and clear evidence of permission to use them!) then I am more than happy to include them in the next release. There is a discussion about how to get these images here - http://forums.bistudio.com/showthread.php?178733-High-resolution-PDF-Image-Altis-Map-free-license&highlight=high+resolution+map - although the idea in the end was to use 10T's maps as he had done the bulk of the hard work already. For Anvil maps without the terrain textures are probably a bit easier to work with, although the textured maps look nice :) I've approached a few map makers to get their maps on board but they don't seem to have a handy image "lying around".
  4. This is fixed in the next release. Thanks for reporting your issue!
  5. My community have developed / adapted existing tools to allow us to call in artillery "manually" without using the point and click artillery computer. The last piece of the puzzle is determining what mode the weapon is in without cycling through the modes (pressing the F button). I've tried a bunch of different weapon / muzzle / magazine functions but none seem to return me the fire mode (i.e. represented by the "TRV" value in the gun camera). Does anybody know a scripted way to determine the fire mode of an indirect fire gun? (We currently do this by pointing at something about 1km away and cycling through the F modes until the red "X" goes away)
  6. currentWeaponMode works ok but is not very descriptive, but getArtilleryComputerSettings select 0 does the trick. Thanks!
  7. If you go to the edit menu and select "Add included script" you can add an additional included script. You can have as many lines in the respective sections as you want there. Does this answer your question? (Some of the features beyond the basics are not very well / at all documented... maybe I should do a video :)) After a lot of thought, supported / bundled scripts were removed in 5.4 (see changelog). This was done for three main reasons: I don't have the time / patience to request permission from authors to distribute their scripts and then maintain the latest version in the download. I want as much traffic to go to sites like armaholic so that they can show ads and help fund the service they offer the community. To make it easier for users to add their own supported scripts or for me to add ones to the library As a result there are a number of predefined supported scripts but only a very few select scripts are included in the Anvil download. This is unlikely to change. If you have an updated link for TPWCAS feel free to post it here and I will update the supported scripts file for the next version.
  8. Thanks doc, I'll try it out tomorrow and report back!
  9. No problems, you've given me enough to try some things out!
  10. Hey, looks like for whatever reason there is a mismatch between the scripts included in the mission and the included scripts config file. I'll have another look at this in the next release and see if I can make it a bit more robust (bug report) In the meantime if you are willing to post or PM me the contents of your dodgy "data/supported_scripts.json" file as well as a screenshot of your "mission_raw\fw_scripts" directory so I can see which folders are there that would also help a lot. As far as opening up more of the EOS functionality, this is unlikely at the moment. I think EOS is great but for a couple of reasons its a bit of a pain to bend it to Anvil's way of thinking. In the back of my head I am ultimately going to EOS with a simpler and cleaner system which is slightly better suited to Anvil. This is mainly because: I'm already forking EOS to provide extra SQF interfaces and a "callback" system so that it will work with Anvil which makes upgrades/bugfixes hard to integrate. The source code of EOS is not laid out in a way I find easy to read so its a bit of a chore to make the changes I find EOS can break immersion because it doesn't cache down to the individual EI level so every time the enemy spawn in they are different troops and at 100% strength. I'd love to build a "defend" mission for Anvil driven by something like bastion, however there are quite a few changes that would be required on the Anvil side and a few preliminary attempts I made at integrating EOS' Bastion were unsuccessful. So far its just me coding Anvil (with lots of feedback from you guys and the tacticalgamer.com guys) so ultra-ambitious changes are slow going especially as I want to make sure they are well tested before releasing.
  11. Version 5.4 Hotfix 2 has now been released with the following change log: FIXED Long standing issue with incomplete mission.sqm generation (Thanks to |r| Santa from the BI forums for helping debug) FIXED Error when parsing some mission.sqm formats (caused by missing sections or use of scientific notation) ADDED Line numbers and syntax highlighting to SQM Browser Download is from the Version 5.4 downloads page. If you already have maps I suggest you download the smaller zip file and replace the contents in your Anvil Editor directory. Thanks to Santa for some feedback - please keep reporting any issues you come across :)
  12. Ok, some more digging has turned up some weird things in the way newer missions are being read in by Anvil. Not sure if there has been a mission.sqm change or it is just some specific mission.sqm syntax that is confusing Anvil. I'm debugging now. ---------- Post added at 12:09 ---------- Previous post was at 10:30 ---------- Ok, I've been throwing a 10,000 line mission SQM at Anvil and have found that in some cases the ArmA editor expresses positions in scientific notation - for instance the position I was having trouble with was position[]={12517.008,-5.9033726e-005,12771.403}; The Anvil SQM parser didn't understand the scientific "-5.9033726e-005" and so was failing to read in the mission SQM. I've fixed this and am now doing some testing with missions I have before I bundle up a release, 5.4_fix_2. Actually come to think of it, I wonder if this is the cause of the "very rare" known issue I've been encountered 2 or 3 times. Thanks very much Santa for your feedback / bug reports!
  13. Thats a new one to me :) Where you by an chance editing the mission.sqm by hand? Does your mission.sqm still have "overviewText" and "briefingName" in the mission.sqm file? Does your mission.sqm still have an "Intel" class at the top?
  14. Santa, thanks for the PM. This is a known issue you were unlucky to come across (I've only had it twice in all the time I've been using the editor). To fix, 1. Close Anvil 2. Delete mission.sqm 3. Open Anvil 4. Export from Anvil After that you should be good to go. Remember to backup your missions as you go! :)
  15. Glad to hear you are finding it useful. We've had some missions on the Tactical Gamer server made using the editor for a while now so its been relatively well tested with 15-20 players and multiple active objectives. Of course there were some teething issues to begin with, so a few application features were related to some early sorta bugs :) Let me know how your testing goes! Yes, this is a "feature" - it works ok for the Angel Fire mission so I haven't hunted it down yet. A fix will probably be in a later framework release. The objectives currently use Bangabob's Enemy Occupation System to spawn enemies. For a destroy/intel/move type mission, when you move outside the spawn radius (~1000m off the top of my head) they will be despawned. If you move back in range they will respawn until you move out of range. There are some features like this of EOS that don't quite suit Anvil but at this point EOS is 95% there so there isn't any point reinventing the wheel. On a side note I will likely look at making the spawn range configurable in the next version. ---------- Post added at 15:29 ---------- Previous post was at 15:24 ---------- Hi Santa, like last time its a bit hard to trouble shoot without more information. The easiest thing would be for me to try to build and run the mission. If you are willing, could you share the "mission_data.json" file in the mission folder either here or via PM so I can try and see if I get a similar error? (The mission_data.json file is where Anvil saves its mission data so I'll be able to see the same as you see in the editor if you send it). You could also try creating a new folder e.g. "MyMission.Altis" and copying the mission_data.json file to it. Open and export in Anvil and see if you get the same error.
  16. Ok, "5.4 fix 1" has been uploaded to the downloads page. If you don't mind an 80MB download I've also put up a link near the top with the Altis and Stratis maps pre-bundled which should make setup a bit easier. Thanks to Santa and LCPride for the bug reports, hopefully this should sort them out :)
  17. Cool, thanks - yes that is the same bug. It only happens if (a) you don't have any maps in the data folder, and (b) it is the first time you loaded the software. When testing I tried both of these separately but not at the same time so missed it :) I'm just deploying a new version now, will post up links when its ready.
  18. Santa, you don't need to put it in the A3 directory, however it looks like a bug slipped into the released version. Can you post up your log file from the Anvil application folder to check we are seeing the same issue? If we are then I'll have a fixed version up shortly for download.
  19. Hey, . Net 4.5 is a requirement, check you have that installed. Also that error message is displayed for any error, it's a "catch all" last resort error message. As per the message if you find and post the log file I can try to trouble shoot a bit more :)
  20. Version 5.4 has been released! The official release thread is here http://www.tacticalgamer.com/arma-mission-development/198467-anvil-editor-release-thread.html#post1846791, or you can view the change log. The main features of this release are: Completely new Win 8 "Metro" look and feel SEVEN new objective types Option to randomly place objective (e.g. demo/intel missions) in the objective radius Unlock objectives in a random order (see Angle Fire mission on Stratis) A mission briefing editor Pre-defined cfgLoadouts
  21. mecharius

    was buying arma 3 worth it ?

    Yes without a doubt. On a pence per hour basis it's well under 10p/hr for me so that's about 100 times more value than going to the cinema :)
  22. Love the mission Kushluk, looking forward to trying the update!
  23. I've started to publish a few Anvil Editor missions on the Steam Workshop and thought I would make a collection so that they are all in one place. All the missions are COOP and range from 12 to 62 players. Except for Night Assault they feature a Task Force Radio auto-detection script and various other scripts for group management, player name tags and TAW view distance. Currently no mods are required but I'm about to start building some which will require A3MP. So far the mission pack includes four missions. I'd make some snazzy graphics but I'm too busy building missions and new Editor features :) Standalone Missions (Steam Only) Ghost Assault [CO12]: A squad of infantry uses the cover of darkness to retake the Ghost Hotel from CSAT occupation Touchdown [CO12]: An experimental helicopter has crashed due to AA fire near Bomos. Destroy the chopper and prevent it from falling into enemy hands The Tactical Advance Campaign [Direct Download Link] Angel Fire [CO62]: The Prologue to the campaign is fought across all of Stratis as NATO try to destabilise the CSAT and force them to retreat to Altis. Ths mission features randomised objectives all over Stratis, ambient occupation, unlockable equipment and =BTC= logistics support. It was built as a test bed for new ideas which will make their way into Episode 2 of the campaign... Night Assault [CO12]: Episode 1 of the campaign, NATO try to establish a beachhead on Altis by sending in a small force of NATO troops to complete a few key objectives. Armaholic mirror (thanks!): - Tactical Advance If you release a mission made with the Anvil Editor or Framework let me know and I'll add it to the collection and if you want to "try before you buy" so to speak you can check the missions out on the TacticalGamer.com server. :bounce3:
  24. mecharius

    [COOP] Anvil mission collection

    Hmmm. I think the standalone missions and Night Assault should be ok... I'd probably struggle but I'm not particularly good at the game :) Angel Fire and the upcoming Episode 2 of the campaign ( ) are designed to be HUGE, almost endless missions. Episode 2 currently has 192 objectives! They aren't really designed to be finished in a single sitting so could be pretty dull with only a single life I think. If you are feeling adventurous... you could also modify the basic occupation levels by modifying elements 4,5,6 and 7 in the mission_description.sqf lists and using the information on this help page. Occupation can be increased but not reduced using mission parameters.
  25. mecharius

    [COOP] Anvil mission collection

    Hey Variable, thanks. These missions will all have respawn enabled in the description.ext. Feel free to dePBO and modify to your heart's content to suit your community's play style! (Just keep the original briefing.sqf credits and add your own)
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