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mind

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Everything posted by mind

  1. There is a problem with zoom functionality in Eden. When mouse cursor is hovering over controls Eden controls (menu strip, left and right panels, etc...), scrolling mouse wheel will not trigger camera zoom. If no control hovered over with cursor, zooming will occur. All this is working fine and as intended as far as i can tell. But, when cursor is hovering over custom, (added by mods) controls, engine will not prevent zoom from triggering. Also, it is impossible to prevent default engine behavior by returning "true" from onMouseZChanged eventHandler. This effectively disallow use of mouse wheel with custom controls. Here is an example of what i mean in video form. http://sendvid.com/2sweigch I would like to point out that both controls (object browser and menu) are parts of display 313. They are added by addon, but they use same base classes as other Eden controls. Theoretically there is no deference between these custom controls and default Eden controls, but still mouse wheel scroll detection work deferentially on them. It would be really nice if someone can point out how to fix it, maybe there is certain thing i missed. If it is a bug, i will make a report on bug tracker, just give me a word. Hopefully this will be solved before Eden release, as this thing really destroy experience with CompoT.
  2. It is possible with certain limitations. Try SHIFT+SPACE in Eden to open Object browser. I have key binding in plans It is moved to menu strip. Tools >> Composition tool. Press twice to disable tool. It is possible, but this will require to have DLL file in your Arma, and i personally dislike the idea to force ppl use third party extensions. I have plans to make it optional with something like KK`s make_file.dll Also consider watching tutorials, some of your questions are answered there
  3. @kromka so now tool is working for you?
  4. They should be in mission root folder. Same place as mission.sqm. Regarding "hanging", does it lead to crash?
  5. 1) It is totally possible, i will try implement it in following releases. Can you please make an example of use of such output, just for better context reference? 2) I finally released video tutorials for CompoT, you can find them here. Please feel free to put critics here and press like button if you like it or dislike otherwise. I am able to make additional tutorials if you would have something unclear, just let me know, here in this thread. 3) Release to stable branch v0.2 was made. Basically stable is same as Dev as of today. "Stable" release looks stable :D , but some "silent" hot fixes may occur, if heavy bugs found. Overall, this version will be there after Eden release and will stick around for some time as well. See full changelog under spoiler
  6. This is really interesting question, in fact i had no idea about these functions before (BIS_fnc_objectsGrabber / BIS_fnc_objectsMapper). I had some investigation done and here are results. Here is an example of BIS_fnc_objectsGrabber output [ ["Land_HBarrier_5_F",[-2.4043,6.97803,-0.00599289],0,1,0,[],"","",true,false], ["Land_HBarrier_5_F",[-7.31055,-2.96387,0.0181131],270,1,0,[],"","",true,false], ["Land_HBarrier_5_F",[-3.72852,-7.75,0.0210876],0,1,0,[],"","",true,false], ["Land_HBarrier_5_F",[8.12695,2.06885,-0.0266781],89.9998,0,0,[],"","",true,false] ] and here is output of my tool ["composition_name",10, [ ["object","Land_HBarrier_5_F",[-7.5,-0.432617,0],270,"sea"], ["object","Land_HBarrier_5_F",[-1.60156,-7.46387,0],0.1,"sea"], ["object","Land_HBarrier_5_F",[8,0.107422,0],89.9998,"sea"], ["object","Land_HBarrier_5_F",[-0.300781,7.25781,0],0.1,"sea"] ] ] As you can see output is really similar, with exception of several additional pieces of data.
  7. mind

    EDEN Editor Notification/Messages?

    There is a way to add custom notifications, assuming you can afford to have "addon". Use this class to add custom messages. (This will require to have config.cpp) class Cfg3DEN { class Notifications { class myMessage_1 { text = "$STR_A3_my_error_message_in_stringtable"; isWarning = 1; //Will display RED warning }; class myMessage_2 { text = "$STR_A3_my_warning_message_in_stringtable"; isWarning = 0; //Will display GREEN warning }; }; }; And now you can call it with _name = "myMessage_1"; //What notification class to take _duration = 5; //How long to display [_name,_duration] call BIS_fnc_3DENNotification;
  8. How can I say "no" when BI ask for something? :rolleyes: Here you go, same test and few additional tests. Same specs, same video options. Results as screenshots 17 big images. (see gallery at http://picsurge.com/g/4ihMN3). Results as text "Lighthouse" - createObject - ORIGINAL TEST 28 FPS - #1 - 3k - 500x500 m - 18 m above ATL 14 FPS - #2 - 6k - 500x500 m - 18 m above ATL 9 FPS - #3 - 9k - 500x500 m - 18 m above ATL "Underground lighthouse" - createObject 27 FPS - #4 - 3k - 500x500 m - Under terrain (-20 ATL) 14 FPS - #5 - 6k - 500x500 m - Under terrain (-20 ATL) 9 FPS - #6 - 9k - 500x500 m - Under terrain (-20 ATL) "Chair" - createObject 90 FPS - #7 - 3k - 100x100 m - 5 m above ATL 60 FPS - #8 - 6k - 100x100 m - 5 m above ATL 45 FPS - #9 - 9k - 100x100 m - 5 m above ATL "Chair" - createVehicle 61 FPS - #10 - 3k - 100x100 m - 0 m above ATL - sim OFF 35 FPS - #11 - 6k - 100x100 m - 0 m above ATL - sim OFF 24 FPS - #12 - 9k - 100x100 m - 0 m above ATL - sim OFF "Pickup" - createObject 18 FPS - #13 - 3k - 500x500 m - 7 m above ATL 9 FPS - #14 - 6k - 500x500 m - 7 m above ATL 5 FPS - #15 - 9k - 500x500 m - 7 m above ATL "Pickup" - createVehicle 14 FPS - #16 - 3k - 500x500 m - 0 m above ATL - sim OFF 6 FPS - #17 - 6k - 500x500 m - 0 m above ATL - sim OFF Side notes 1) in tests from #1 to #15 spawning took relatively same amount of time (0.1 to 1.5 secs) but test #16 took about 7 secs and #17 took about 12 secs. 2) in tests #16 and #17 spawn stopped responding completely, even after minute of waiting, i was forced to actually call hintSilent to see results. Testing methods Scritps: Tests:
  9. On the RC build (i assume it is same as DEV), i can not reproduce that. 1) Make units 2) Select one, right click, "play as the character" 3) go back to Eden. Yet all controls are fine and working for me. Am i missing something from reproduction methods?
  10. It looks like building placed with this command handled by Eden differently from those "Drag & Drop" from "Right panel". SIC! VERSION 1.56.134250 RC (but this issue was there from very beginning, i just now realized it is actually a bug, not a feature). Video proof http://sendvid.com/xsupgrs9 EDIT: (create3DENEntity [mode, class, position]) It is like, mode sets invisible flags on object so they will behave as small object aligning to terrain slope. And if you place building with command, it will get this flag as well and will act as small object, constantly trying to align to surface. EDIT #2 I cant see why DEV trying to decide themselves when object MUST align to terrain and when it MUST stay aligned with sea level? Why not let users decide? Or are you trying to make our life simpler? Well our life simper, when we have a choice, not the opposite.
  11. At least right now. I have no doubts, this picture will change soon TM
  12. Here you go. simulation: off 3k objects SP createObject - 14 FPS simulation: off 3k objects SP createVehicle - 37 FPS simulation: off 6k objects SP createObject - 7 FPS simulation: off 6k objects SP createVehicle - 21 FPS simulation: off 9k objects SP createVehicle - 14 FPS
  13. I assume it is because engine`s mechanics behind, are not YET optimized. And why would they? This command was just born. Any way it is so cool that BI keep doing ARMA better year after year :627:
  14. Here are some numbers to start with. See screens under spoiler Numbers as text 3k objects SP createObject - 14 FPS 3k objects SP createVihicle - 20 FPS 6k objects SP createObject - 7 FPS 6k objects SP createVihicle - 10 FPS And some side notes 1) in order to place objects with createObject one must use "A3\Structures_F\Dominants\Lighthouse\LightHouse_F.p3d" not "\A3\Structures_F\Dominants\Lighthouse\LightHouse_F.p3d" As it will display "not found object error" 2) Height of objects placed with createObject have to be manually adjusted, otherwise they end up half under ground. Tested with "Land_LightHouse_F" 3) for Each screenshot there were several attempts to measure FPS. Ranged in about +-1 FPS. Middle value shown on screens.
  15. Very good news! This means that now we can finally have more interiors inside buildings, without need to worry about caching. The fact that those interior objects can`t be destroyed is not a problem, as players will not attempt to do it anyway, it is there just as "eye candy".
  16. mind

    Eden Feature Requests

    You are right! I have filling that it was not there several builds ago... Well hopefully devs will expand this idea and this command tvCurSel will return all selected items :) P.S. As a side note, multi selection works only with left shift and left ctrl.
  17. mind

    Eden Feature Requests

    It would be very nice to add possibility for multi select items from tree. For example if you want to delete 100 items from entities tree it will take considerable amount of time, to select each one hit delete then select next etc... There are such possibility for list/combo as well as corresponding script commands. It would be nice to have same for trees.
  18. mind

    3D editor opens as 2D

    No worries guys! BI already know it, they will fix it in few hours, i am sure. Just go get some coffee, maybe when you get back update will be out ;)
  19. hi eem, Scroll wheel bug is something i cannot do anything about. No matter what control is focused, mouse wheel scrolling still captured by engine, and zoom occurs. It is same with all controls/displays, including eden`s native controls. It is impassible to prevent default event handler execution, of "onMouseZChanged". I assume, it is because mouse wheel handling historically was closer to engine than other controls. If i am wrong, maybe Karel will correct me.
  20. Guys, check out promo video for CompoT (see first post), comments below video are welcomed. As we get closer and closer to release of Eden, i am working on solid version, that will stick around for sometime. As soon as i done with it, i will start making video tutorials. It would be waste of time to do tutorials erlier, for old version. Stay tuned for updates. ;)
  21. Dear BI, From my friends friend i heard, that in later updates of Eden, there will be classnames for all vegetation (trees, bushes, rocks, flowers...) available directly in editor (e.g. scope 2). Is it actual reality or nonsense? If true, I will open a bottle of best champagne in your honor!
  22. mind

    Rotation widget of limited use

    I am sorry, i was too fast with conclusions, this method actually does not work. I edited previous post, with corrections so now it works just fine.
  23. mind

    Rotation widget of limited use

    No matter how hard i was looking for, still was not able to find magic button, to stop automated surface snapping (sea, land or other objects). However, what good about arma (and Eden in particular, hi Karel ;)), if something missing, you can do it yourself :) Here is the solution you hopefully will be satisfied with. in Eden editor open debug console ( ` ). Enter following code snippet. terminate clampRotation_handle; clampRotation_handle = [] spawn { while {true} do { waitUntil {current3DENOperation == "MoveItems"}; _vectors = []; _objects = get3DENSelected "object"; if (count _objects != 0) then { { _vectors pushBack ((_x get3DENAttribute "rotation") select 0); } forEach _objects; }; waitUntil {current3DENOperation != "MoveItems"}; { _x set3DENAttribute ["rotation", (_vectors select _forEachIndex)]; } forEach _objects; }; }; Why terminate before start? Prevent problems with thread handle overwriting if executed more that once. Now all "moved" objects will keep their dir and up vectors. However, while moving they will change rotation, but when released they will return to original rotations. to stop this, simply terminate thread with. terminate clampRotation_handle; Warning: this applies to moving only, any kind of rotation will snap objects again. Rotation vectors will get lost in this case. Should i try and use history, to allow undo if accidental rotation occur? a bit offtopic, but relative: I added "clamp" feature to dev version of CompoT. I will release, dev build as separate download on steam and armaholic, later today. it will do same as above, without need to open console ^_^
  24. mind

    Eden Feature Requests

    to graemshute, I understand what you want, you want to make your life, as mission maker, a bit easier. There is nothing wrong about it. Hovewer, try think about this in other way... Those things you have to learn, those problems you have to solve, all those countless hours, sweat and tears... This is what actually make ArmA interesting. The greater the effort, the sweeter the reward.
  25. That was what i thought first, however i was not able to figure out, how adding configs may impact performance. If you know, can you please explain?
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