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mind

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Everything posted by mind

  1. @delta99, nope, there should be nothing wrong with existing mission. Any mods you are running in the same time?
  2. have at least one player unit and at least one project (create project button)
  3. Cool :) Any comments about "exclude" folder from "watch list"?
  4. my 2 cents: I tried making links from workshop contents folder to a3 root folder with mlink. (See spoiler for batch script) It works fine, and need to be done only once. (at least untill next update @BIS -> :P ) I personally found it best solution for windows. Only one thing is missing, option to "exclude" folder from watched in A3 launcher. So basically, we should be able to watch whole a3 root for mods, and have a list of folders inside a3 root to ignore. It would be also awesome to make links directly from launcher, for those not familiar with cmd.exe
  5. Hi, ctrlDelete is not working on created controls, if such controls added to existing controlsGroup in case when given controlsGroup defined in config file. Same in the other words If one define groupControl within dialog inside lets say description.ext. And then createCtrl into this groupControl. Created control will not be deletable. Let me know if said does not make sense...
  6. Thanks for advice, i really should find time for that! If only i could have 354 hours per day :P
  7. Hi, thanks for feedback! I do not like the idea to have AI and vehicles available in CompoT. There is a simple reason why, BI are doing absolutely amazing job with Eden. I personally like how waypoint placement works in Eden, i am sure i will not be able to achieve same results via plain scripting. Basically i find it plain bad idea to implement something with pure scripting if its already implemented in Eden by pros. I dont like the very fact that CompoT based on mission simulation (you have to basically preview mission with CompoT enabled). It went like this historically, because when i started work on CompoT, i knew nothing about coming Eden (as probably no one did). Ideally i would like to see CompoT built in Eden, improving Eden. I do not want to go "against" Eden. Current state of CompoT`s development is waiting basically, i need to understand where Eden is going, and then figure out what exactly can be improved/added to it with CompoT. I really like BI`s own composition making mechanics and saving to .SQE files mechanic (in dev build currently). I hope BI will allow scripted access to this mechanics as well. Also, i would like to have more dedicated support for certain mods (exile, epoch, ravage, wasteland, life... you name it). This is something, i as independent dev, can do.
  8. Small video about how map generating works. What are you guys think about it?
  9. HAHA!!! I knew it was coming development-branch-changelog
  10. hi all, I am not sure should i put this to bug tracker or not, so i post it here first. I encountered a strange behavior in interpretation of special characters, like \n in C for newline. What am i talking about? Try do this In DEV branch 1.55.134043 (22.01.2015), open debug console and type in " n" (space + n). You will see carriage jump to newline. If we finally will be able to use "line feed" in basic edit controls (not structured text), i personally will be very happy. If this is actually new functionality it does need some tweaking thought.
  11. 1) undo and redo functionality is on its way, hopefully in 0.3 I know it is very important thing to have, but it is also VERY hard thing to implement... 2) It is done on purpose, that in Eden you are not able to alter objects placed in CompoT and other way around. There are alot of technical and logical reasons for that. First of all, objects placed in Eden are saved to mission.sqm while objects placed in CompoT are spawned via scripting on mission init. I would like to highlight one simple fact. CompoT is not all-in-one multi purpose tool, it is in fact dedicated to very specific task, which is making compositions, that you can re-use in several locations and several missions, share them and have them saved. If you need to place several certain objects in certain area, and you have no intention to re-use them, you probably should do it in Eden editor. And even then, you can use object browser from CompoT (shift-space).
  12. That is complicated to answer in one post :) Have you watched tutorials? Parts from 4 to 9, answer your question.
  13. Still does not work, even without description.ext completely.
  14. Hi, Looks like with latest patch to stable branch, missions that were made in Eden ignore "enableDebugConsole = 1;" from description.ext Obviously, it is now possible to set this attribute inside Eden directly, the only problem, it does not work. I tried all 3 options, no debug console. mission.sqm seems to be fine as it have following: class Category1 { name="Scenario"; class Attribute0 { property="EnableDebugConsole"; expression="true"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=1; }; }; }; nAttributes=1; }; value is 1, so it should be "Available for the host or logged-in admin". But still it does not work.
  15. 1) You can add any mod, AiA as well (see tutorials part 5). You will not get pictures in object browser however (only classnames). It is possible to use screenshots from CUP objects to represent objects from AiA, as they are obviously coming from same source, this, however is not yet done. 2) Use Eden to navigate to place you want build on. Start CompoT, do what you want there. Go back to Eden and navigate to another location. Start CompoT do you stuff, etc.. All objects, all libraries, projects, camera settings, basically everything is saved. You can go back and forth from CompoT to Eden anytime. In fact this is the main reason why it is coupled with Eden so closely, to allow use both tools in same time, and see changes done in both tools as well. 3) Due to some technical reasons, you cant change height of grabbed object. Try releasing object (it should be still selected though), and then adjust height with mouse wheel. This behavior have nothing to do with pivots. few clarifications just in case: - You grab object by clicking RMB. Grabbed object will move with you cursor. To release object press LMB. You can also Cancel grabbing by pressing ESC, object then will go to position prior to grabbing. - To select object you press LMB. Selected objects are rendered with green box. Please let me know if you need more help.
  16. Hi. This kind of error may occur if file "ct_functions.sqf" is missing from root of mission folder (same place as mission.sqm). By default, this file is searched in root mission folder. In case if you don`t want to have ct_functions and ct_projects in mission file and you want to have them inside server side addon for example or any other specific place, you can tell me a bit more about your server, tell me how you would like things to work. I will try help you integrate CompoT to your server. Contact me on PM if you dont like to discuss this publicly.
  17. Thank you! It is a very good point. You actually unable to set enable/disable simulation flag on certain objects, this is indeed my fault. Recently i was thinking of the best way to set certain attributes to objects and how to display their values. I have an idea to display objects with different icons (not only yellow and green squares), according to what attributes object have "on". And also to allow right-click an object to open attribute menu, similar to how it is done in eden. I am occupied so much with RTDM project at the moment, hopefully i will get back to CompoT closer to the end of this month. To be honest i just want to have a small "vocation" from CompoT, with refreshed brain it will be much better to go to v0.3
  18. Guyz! I made small (relatively :P ) project to have some fun and showcase CompoT. It`s name is RTDM - Randomized Team DeathMatch. It is round based - one life - looting involved - team death match. It is based on vanilla arma so no mods needed. Game mode played well with 10 to 20 people on server, so please call your friends to join! Feel free to join game at IP address 173.199.107.44 port 2302 no password. You can also join TS on same IP, password: rtdm. :jump_clap: Everyone are welcomed! :jump_clap:
  19. This is indeed a good idea, i will investigate this question.
  20. Not currently, it is planed for next version.
  21. Well, here are results of test https://www.virustotal.com/en/file/c56aa036302aba2c0eec380874a044369ad4e57396063640116f933235ef8e5d/analysis/1456002102/
  22. hi all, I run small dedicated server with custom mission for my friends. Server is setup on my home PC (win 10, legit), it is hosted via arma3server.exe. I was hosting games previously with no big problems in the past in the very same way. But today i had several new players connected, they started to download mission, and had their anti-virus software screaming and alarming that some malware actually downloaded with mission file. Battleye and Arma processes then go nuts, weird things start to happen. This happened to three persons in the very small time frame. Most players are able to play with no problems hovewer... I can not provide screenshots or reports of any kind, and i do understand such problems may come from many sources, but still, have any one encountered anything like that when they join servers? Is it even possible to attach malware to mission file and send it to connecting player? Is there any connection to recent "attempted security breach of feedback.arma3.com" (20.02.2016)? Any thoughts are welcomed.
  23. Well this is the very idea behind composition tool. There are set of functions (ct_functions.sqf) that will interpret output data (ct_projects.sqf) and build objects to map. There is as well tiny code snippet that will activate building process on mission start (place logic button). However, if you like scripted approach, currently there are no API to use output data in scripting in flexible and custom way. And the only reason it is not there, because no one wanted to use CompoT in their project as of YET. I feel like it is plain stupid to write API for every one and no one in the same time. I feel like CompoT should be able to provide means of usage in simple and non-scripting manner for basic users (this why it is connected to Eden and force only minor file managing like copy-paste). And also should support certain projects and certain developers, with functionality written exclusively for them. This will allow best possible experience with CompoT for those project`s developers. Of course such API will be documented, so any dev can use. Hopefully i answered your question :)
  24. 1) This error is OK, it means you started new project, and obviously did not put files to your mission folder yet, so just ignore it. 2) While in Eden you have limited functionality, object browser for the most part. You have to go to CompoT editor by pressing "Launch CompoT" button in advance mode. All that and much more, you are able to find out from tutorial videos on youtube. link
  25. Thanks for kind words :) To select build tool press 1 (above WASD) for select tool press 2. Press those buttons to go back and forth between tools. Build mode is green arrow. Select is yellow sphere.
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