Jump to content

alkanet

Member
  • Content Count

    19
  • Joined

  • Last visited

  • Medals

Community Reputation

63 Excellent

1 Follower

About alkanet

  • Rank
    Private First Class

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. alkanet

    Eden 2.0

    I see what i can do. You can check the ingame tutorial if it helps a little.
  2. alkanet

    Eden 2.0

    Eden 2.0 Introduction Eden just got upgraded. Now with inspector view, easier access to tools. With this flowgraphs are introduced. Visual scripting that you can use to create advanced missions/systems. This project goal is to update eden to become a better editor. More things will be added on request of the community. What is flowgraphs? Flow Graphs, in which you connect individual actions and values in a specific order. That order of execution is what we call the flow. If you have used Unreal Engine before, you might find they are similar to the Blueprints visual scripting language. Download Steam Workshop Dependencies/Client/Server If you want to use flowgraphs, eden 2.0 need to run on both client and server. All tools leave no dependencies and all changes you make is saved to the mission file. Tutorials Flowgraph Tutorial Add a tool to the menu Features FlowGraph system. Inspector view. Tools. Ingame debug console. Alot of functions that i created during my years with arma. CfgFunctions_Extended(Experimental) I have ideas/found a bug/want to contribute Visit the Discord. You are all welcome. More stuff will be added but i have released it early so you can help with testing.
  3. CfgFunctions_Extended In my time of isolation i experimented with the current cfgfunctions and this is what i came up with. Same structure as regular cfgfunctions but now you need to select the functions your addon or mission will use. This is ment to reduce amount of functions being loaded into memory. New naming of functions, "Tag_Category_fnc_function". New options like onlyEden (will only load function when eden starts), debug (will add time it took to execute the function and store it in report file(diag_log) ) and cfgFunction (use the standard naming of functions). Will also detect if two addons are using the same tag and then only give access if the tag and current addon name is the same. Below is an example. The main scenario would be if multipile addons is using only certain functions from another addon. Then these addons can specify what function tag or category they are using in CfgFunctions_Extended_Preload and save some memory. In regular cfgfunctions everything is loaded into memory at startup. Opinion? //Add to your addon or description.ext class CfgFunctions_Extended_Preload { //Load all functions in Eden. class Eden{}; //Only load Debug functions within AI. Animation functions will not be loaded into memory. class AI { class Debug{}; }; }; class CfgFunctions_Extended { class Eden { //Can only be called in eden. class Debug { onlyEden = 1; file="eden\functions\Debug"; class add{}; //Eden_Debug_fnc_add class init{postInit = 1;}; //Eden_Debug_fnc_init class writeTo{}; //Eden_Debug_fnc_writeTo }; }; class AI { class Debug { file="ai\functions\Debug"; class add{}; //AI_Debug_fnc_add }; class Animation { cfgFunction = 1; //Use standard naming. file="ai\functions\Animation"; class set{}; //AI_fnc_set }; }; };
  4. Quick Update: The most important stuff is now done and i will be testing it. If all is ok i will release it. Down below is a list of all features. FlowGraph - a visual display where you can create missions with. Animation flow can also be made, for example start saluting, then stop after certain time. Inspector - When ever you select an object or logic, you can use the inspector to quickly change variable name, position or rotation. More can be added on request. Ingame debug console. Alot of functions that i created during my years with arma. Two new usertextures, 10 and 50m. CfgFunctions_Extended - Same structure as regular cfgfunction but now you need to select the functions your addon, mission will use. This is ment to reduce amount of functions being loaded into memory. New naming of functions, Tag_Category_fnc_function. New options like onlyEden (will only load function when eden starts), debug (will show ingame console when function is called and how long time it took) and cfgFunction (use the standard naming of function). Will also detect if two addons are using the same tag and then only give access if the tag and current addon name is the same. Below is an example. //Add to your addon or description.ext class CfgFunctions_Extended_Preload { //Load all functions in Eden. class Eden{}; //Only load Debug functions within AI. Animation functions will not be loaded into memory. class AI { class Debug{}; }; }; class CfgFunctions_Extended { class Eden { //Can only be called in eden. class Debug { onlyEden = 1; file="eden\functions\Debug"; class add{}; //Eden_Debug_fnc_add class init{postInit = 1;}; //Eden_Debug_fnc_init class writeTo{}; //Eden_Debug_fnc_writeTo }; }; class AI { class Debug { file="ai\functions\Debug"; class add{}; //AI_Debug_fnc_add }; class Animation { cfgFunction = 1; //Use standard naming. file="ai\functions\Animation"; class set{}; //AI_fnc_set }; }; };
  5. Quick Update: Added so you can mark multiple nodes and paste them. Added nodes that can return values. In the example below Per second and Add node can return a value when needed. When slide text is called it will first call per second and add node´s functions. Add node will return a value to persecond and per second will return the value to slide text. Then slide text will be called. In this example Slide text will be called 10 times with a half a second delay. Every second the Y position will update. A node can only have a value or a connection. If a connection is made, the value will not be stored. For example in Slide text node, the Y value 0.5 will not exist because there is a connection to the per second node. To fix this a Number node is created. The number value is a fixed value and add node will just increase it by another value. So instead of 0.5 the Y position will start at 0.1 (0.05 + 0.05) and the per second value will increase that value with itself every second (0.1, 0.2, 0.3 ...). Wait for seconds node have no connection so the value 0.5 will be used.
  6. Quick Update: Connection now have colors so you can see where they can be connected to. Blue is for number, Orange is string, Purple is boolean e.t.c. In the example below The Debug node has a message connection, you can connect anything to it because it will just convert it to a string, green circle is a special for all types. The green arrow is for calling a node. Start node will call on add Action node and so on. You can also give a output/input value multiple types, For example the Create Task node has a input called position. It can use Position3D and object. Node´s output can be connected to an input. When the add Action node has been called it will store value in it´s output, Object and ID. You can then connect it with remove action so they. Just remember that add action need to been called before remove action or it wont work. In the example below add action is called at mission start while remove action is called 10 seconds later. Two examples.
  7. Quick Update: All nodes with no input values will run before mission start (preInit) A node is connected to a function that will receive the name of the node, object that it belongs to, all input and output values in the order they are specified in the config. If a node1 is connected to node2 it will show up in the node1´s output values. It´s up to the node1´s function to call it when it´s done executing it´s own code. Most stuff works. Next thing is to add nodes.
  8. Ye, i havn figure it out yet what to do. Right now it is stored in an array like this: [_metaData,_allNodes] _metaData contains an array with the name you choose to save it with, and the position it will have in the flowgraph. Only stuff that will be used by the flowgraph. _allNodes is where it becomes complicated, an array with all the nodes where every item contains the config path to the node where all information can be gathered. Like the function to call, input (arguments) and outputs (what it will send to another node). All input and outputs connections and values you add with the flowgraph will also be stored in here but in different arrays. Like this: [_configPath,[_input,_output]] The input and output is in same format: [ [_configPathConnectTo,_configPathConnectToInput]... ] So with this format, every node needs a config entry. So there will be alot of them.
  9. I been trying to give the eden editor better tools so more people can create better content. I like to know what you think so far and what features you think can be useful. FlowGraph You create nodes which you connect together. A node is basically a function which can call on other functions when it´s done executing itself. This gives you a interface to "script" your own mission. Much easier than learning the script language and faster. When you save it will be stored in the mission file. A start event will always be called on mission start. In this example it has been connected to the position node. The position node has been connected to the log node. They will call on eachother in that order. Hover over a connect button to see which are connected to it. Click on it to edit a connection. You can move around by dragging, scroll to zoom in and out. Drag the top of a node to move it around. Inspector & Tools The inspector(see blue)has replaced the assets position and been moved to the left(see red) This will include tools that are relevant to and eden object, position, rotation e.t.c.. All selections can be collapsable Inspector Tools Some examples: Hide GUI, Rotate marked object by scrolling, show building position. Show objects layer name, measure distance from selected object to mouse position in world. The design will be changed. All selections can be collapsable. Click on "Enviroment" and "Time" and "togglegrass" will be hidden. And yes i lost my windows 10 activation when i bought a new computer and refuse to pay for new one. 🙂
  10. After i found GluxDesigns awesome stranger things art in arma i got inspired to make a mission with the same theme. The result is a Horror scenario with the up side down as your main area. Cinematic Cutscenes. Singleplayer and COOP up to 4 friends. More information on steam workshop. Steam https://steamcommunity.com/sharedfiles/filedetails/?id=1901890107 GluxDesigns Art
  11. alkanet

    MMBA Mission Maker

    There is an ingame tutorial. First time you go to the editor there should be an tutorial window you can use. I also recommend to download one of the example mission at github. Hope this helps.
  12. I increased the animation speed for swimming. Nothing much else to say. Have fun with it! Download https://steamcommunity.com/sharedfiles/filedetails/?id=1808723766
  13. alkanet

    Blink System

    Thanks for the feedback. I will add a function and cba menu so the users can adjust it to fit their need.
  14. This improves the fatigue system by adding blinking. More fatigue = more and faster blinking. Works for vanilla and ACE. Works only in first person. Download https://steamcommunity.com/sharedfiles/filedetails/?id=1806868052 Videos
×