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deleyt

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Everything posted by deleyt

  1. Together with Little Immersion Tweaks, this scriptpack adds a lot of immersion to the game and I think it's wonderfull. So thanks! I have a bit of an issue though regarding TPW Radio: whenever I get into a vehicle I get the message "sound radioXX not found" Anyone know why this is?
  2. Reload the mission when it's text-edited, set it back to Binarize and save it out again.
  3. Nice script! I like the fact that the door shakes when it's locked and pops open when it's breached. Good job!
  4. Using "this enableSimulation false" on an ammobox will disable moving content from the container to the player when using "Inventory" to access it. Setting the ammobox as an Arsenal however works.
  5. - Start Eden and open your missionfile - Go to ATTRIBUTES > GENERAL - Unfold the MISC tab (if it isn't already) - Uncheck "Binarize the Scenario File" - Save your missionfile - Use a text editor to open and edit the mission.sqm I'm not sure on this but I believe the numbers skipping is caused by the variable "autoGroupingDist=10;". Whenever a new group is created it skips the amount set in the variable. A.) I did not convert the new .sqm format to the old style. I just saved my mission with Eden (with binarize set to "off", see above) and edited my mission from there. B.) I don't know about any other solution except accessing it through the mission.sqm with a text-editor. I've tried it multiple times within Eden but that didn't work. C.) The feedback tracker is offline, so I'm mentioning it here. I don't know where to address this issue otherwise. Regarding the roleselection: I haven't used my mission on a dedicated server (yet). I did only test it as a MP host. You might want to check in your Eden saved mission that all playable units are actually set to "playable", but I guess you have.
  6. Problem found and solved! I'm pretty sure this a bug in Eden but I can't enter it on the feedback tracker anymore because it has been closed. Anyway, here's what's happening: Eden is assigning the ID of the group first, then increments it with one for each unit in the group (eg. id=1, id=2, etc.) The ID of the group is assigned AFTER the units within that group. It then moves to the next group and repeats the process. I've created two groups, one with three units and another with five units. In code it looks like this, notice the ID's (I've filtered out all other irrelevant code to make it easier to read): class Entities { items=2; class Item0 { dataType="Group"; side="West"; class Entities { items=3; class Item0 { id=1; <--- UNIT ID type="B_Soldier_TL_F"; }; class Item1 { id=2; <--- UNIT ID type="B_soldier_AR_F"; }; class Item2 { id=3; <--- UNIT ID type="B_Soldier_GL_F"; }; class Attributes { }; id=0; <--- GROUP 1 ID }; class Item1 { dataType="Group"; side="West"; class Entities { items=5; class Item0 { id=6; <--- UNIT ID type="B_Soldier_SL_F"; }; class Item1 { id=7; <--- UNIT ID type="B_soldier_AR_F"; }; class Item2 { id=8; <--- UNIT ID type="B_HeavyGunner_F"; }; class Item3 { id=9; <--- UNIT ID type="B_soldier_AAR_F"; }; class Item4 { id=10; <--- UNIT ID type="B_soldier_M_F"; }; class Attributes { }; id=5; <--- GROUP 2 ID }; }; To make the groups order properly, ALL group ID's should be assigned first followed by the unit ID's. Here's how the code SHOULD be to display the groups properly in the MP lobby: class Entities { items=2; class Item0 { dataType="Group"; side="West"; class Entities { items=3; class Item0 { id=2; <--- UNIT ID type="B_Soldier_TL_F"; }; class Item1 { id=3; <--- UNIT ID type="B_soldier_AR_F"; }; class Item2 { id=4; <--- UNIT ID type="B_Soldier_GL_F"; }; class Attributes { }; id=0; <--- GROUP 1 ID }; class Item1 { dataType="Group"; side="West"; class Entities { items=5; class Item0 { id=5; <--- UNIT ID type="B_Soldier_SL_F"; }; class Item1 { id=6; <--- UNIT ID type="B_soldier_AR_F"; }; class Item2 { id=7; <--- UNIT ID type="B_HeavyGunner_F"; }; class Item3 { id=8; <--- UNIT ID type="B_soldier_AAR_F"; }; class Item4 { id=9; <--- UNIT ID type="B_soldier_M_F"; }; class Attributes { }; id=1; <--- GROUP 2 ID }; }; Notice the difference in the ordering of the groups.
  7. Agreed, renaming a group does not rename the group in the lobby. I think BIS is adding to the confusion to allow for editing the groupname in Eden. The issue both me and HeroesandVilliansOS are adressing is the assigning of groupnames by Eden. When a group is created in the old 2D editor, it's starting with Alpha 1-1 then Alpha 1-2, Alpha 1-3, etc. Exporting it as MP, it displays the groupnames correct in the lobby When a group is created in Eden however, it randomly starts with any groupname (e.g. Bravo 2-1) then continues with Charlie 1-3, Delta 4-2. Also, whenever you convert a mission created in the 2D editor and load it in Eden and save it out again, the groupnames are scrambled. Saving with Eden mixes up the groupnames. EDIT: I've been comparing the old 2D editor mission files and the new Eden mission files and Eden is incrementing ID's exactly according to the variable "autoGroupingDist=10;" Strangely enough, adjusting the ID's manually to increment by 1 does not fix the groupnames when exported for MP.
  8. I know. If you have NOTHING in the mission (including no init.sqf or description.ext) and create groups one by one, they should order themselves as Alpha 1-1, Alpha 1-2, etc. But they are not. Mind you: this ONLY happens in Eden, not in the "old" 2D Editor.
  9. Got this issue aswell. To explain further, I've made a blank mission with groups and roles in the 2D editor (NOT 2D view in Eden), saved it MP and all groupnames were ordered properly (Alpha 1-1, Alpha 1-2, Alpha 1-3, etc). I then opened the same mission in Eden, saved it MP and all the groupnames got scrambled (Alpha 3-2, Bravo 2-1, Charlie 1-1, etc) Eden is adding something during the conversion causing the groupnames to skip irregularly.
  10. Great addition to the Eden toolset. Thanks!
  11. Restriction to revive by medics only (or other predefined classes) is still a highly requested feature thought.
  12. I feel you're selling BIS short regarding their abilities and decisions. How can one code features for an engine without grasping it's concept? It's contradictory. Vanilla sounds as it sounds because it's a matter of preference not a matter of skill.
  13. I'm impressed with your dedication to perfection, both with the "old" sound-system and the new. For me, DynaSound "Eden" should be plenty to enjoy untill your next release, so thank you for fixing that. ln the mean time, we will follow your progress on the new system, watching it all unfold. Please don't hesitate to give us a quick peek once a while of what's in store :) Good luck with your project and have fun while making it happen.
  14. deleyt

    Dynamic Combat Generator

    Glad to see this wonderful piece of work is about to see the light of day. Thanks for your dedication.
  15. deleyt

    [COOP] Dynamic Combat Generator

    1.56 is here mate ;)
  16. deleyt

    JSRS4 - APEX 1.2

    :o Do you sleep, like, ever?
  17. I like the new font. It's more readable and the characters are spaced better. I guess it's all a matter of preference.
  18. deleyt

    JSRS4 - APEX 1.2

    Thanks for this great update of an even greater addon, LordJarhead (and contribuitors)!
  19. Fantastic script! Thanks for this little gem!
  20. Thanks for sharing Bad Benson! Wonderful script. The PIP scope they way you do it, is in my view the right way to do it: with PIP outside the scope, not on the inside. Like MSB said, the downloadlink is no longer active. Maybe you could upload it to Armaholic to secure this script and addon for future download?
  21. Becoming curious about GAIA, I've started the example mission that comes with the script download and I'm having an issue with squads getting on their transport but exiting it immediatly afterwards. The transporttruck then moves an inch, the squad gets back on but disembarks instantly again...this proces just loops again and again. I'm sure the example mission was working perfectly when the script was released so maybe the latest Arma update might have broken the transport script of GAIA? Anyone else having this issue? Like I said, I'm using the example mission and no additional addons.
  22. deleyt

    [COOP] Dynamic Combat Generator

    Having the addons optional is a good decision IMO. I'm really looking forward to the release of DCG(2?). Thanks for all your hard work and continous support. EDIT: BTW: are you planning on adding kit restrictions aswell?
  23. Just a tip: Addons that reveal additional objects work fine with Eden. Addons tested: CJTF101 Editor, Dren's Editor Upgrade, Skyline Editor, Stars Editing Suite.
  24. and then with a press of a red button......EDEN is here! Thanks for this early Christmas present, BIS!
  25. deleyt

    ACRE2 Stable Release

    On ACRE2 Omnibus the JVON server starts fine but the JVON Client Bootstrapper crashes instantly. Errorlog below: My system: Windows 7 - 64bit i7 (3770) - 12GB - GTX670
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