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cadmium77

Totally disgusting newbie question

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So I've been hovering over the editor quite a bit...in fact I'm more obsessed with it than the game.

Now I can see that when you insert a module or waypoint or trigger or synchronize you are effectively scripting with symbols that come out as script in the PBO..

And with these you can insert script commands directly into the Initialize box, say like when you are using MODULES/FUNCTIONS...but am I missing something here?

For example I want to run this code;

waituntil { !isnil "bis_fnc+init"}:

And then I want to run

[] call BIS_fnc_help;

But I don't know how.

Is there some kind of API that I'm missing out on here so I can summon this function library or rather run any code in the EDITOR?

I know this is elementary to you but baby steps, taking baby steps here...

Oh whoa!

I did it...that's wild.

I just opened a door to the other side ( cue spooky Theramin music)

I got out of that now I can't get back in...hmm..

Was it the ALT E?

So where am I supposed to be writing this script or code? Is it somehow in the Initialize box or is there some API I'm missing out on?

OK, that's ALT E in the main menu gives me this...

3734168050_97a8dc4bbf_o.jpg

But still, I need to know how to run scripts in that INITIALIZATION window... the SQF stuff.

Anyone?

3734151156_405dbb3237.jpg

Whoa! Edit in 3d.. I'm on a voyage of discovery here...

Edited by Cadmium77

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WTF edit in 3d?

Wow I have to say I never knew this was included in the editor.

Live & learn.

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WTF edit in 3d?

Wow I have to say I never knew this was included in the editor.

Live & learn.

I found this on an otherwise wasted day yesterday trying to figure out the complexities of the Editor ...

The documentation for this game is crazy, chaotic. I wish there were tutorials. Damn go look at Blender...there's zillions of tutorials. At first they were all html pages and now they're all online videos....user generated videos on every possible subject.

http://www.blender.org/education-help/tutorials/

I don't see why I have to waste a whole day trying to figure out how to set up an M270 MLRS on the map with the synchronizations with the Modules for SEC OPS and HIGH COMMANDER and ARTILLERY so I can bring down artillery strikes in a scenario and still fail to work it out. Mr Murrays guides show how to set up a command structure for RTS on the map or how to have a unit on waypoints wait up for another unit joining it through waypoints but then stop there. Like I want more examples to learn from. They don't even tell me how to enter the code or script through the Initialization box on the interface so I could get started through that end of it.

And don't tell me to "go to the community". I wasted a huge amount of time trying every possible kind of search on the subjects I was trying to find, the basic stuff and got nowhere with it. Though I did come up with 3d map editing on my journey...

C'mon BIS, you have two very shallow little video tutorials out there that are a good start. How hard is it to have someone, anyone, sit at a computer and run FRAPS to put out a whole series of vivid You Tube videos going into the Editor in depth with real examples of basic vital set ups so we can see exactly how to use Synchronization and Modules to set up calling in helicopter transport on a mission or calling down artillery on a target?

MOAR TUTORIALS. moar.jpeg

Edited by Cadmium77

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MOAR TUTORIALS.

Second!

I have to say I agree with your points about the documentation and information, having been mission editing for a good 2 and a half years in Arma and now doing it in Arma2, its sometimes incredibly hard to find information. Its not that there's not a lot out there, its just incredibly hard to find what you need sometimes, especially if you're just looking for something specific.

I do understand your frustration also, having done so much mission editing in Arma1, using a whole bunch of new things such as the artillery modules and the scripting involved has been and is still a very steep learning curve for me and I'm having trouble getting even basic stuff to work. I do wish that they'd put at least a simple bit of graphic interface over the modules so you didn't have to be a leet scriptor to set up a simple fire-support function in a mission, it seems that with every cool new feature that Arma2 has introduced that seem so effortless in the campaign, there's a messy and complex setup in the mission editor to reproduce it.

I think it definitely, in keeping with BIS selling Arma2 in part for the editor, would be a good idea for them to release some more detailed tutorials and documentation. Something that goes into how to create the more immersive type of scenarios that they use in the campaign, as opposed to some 'run solo through a village with 1 squad of randomly placed riflemen standing about' type mission which, while its useful as an intro to editing, isn't exactly going to provide an immersive mission making full usage of Arma2's features.

So did you manage to lock down the keys to bring up that 3d editor? Alt +E in main menu was it? And did you manage to get it to exit back to normal mode?

Edited by r3volution

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Second!

I have to say I agree with your points about the documentation and information, having been mission editing for a good 2 and a half years in Arma and now doing it in Arma2, its sometimes incredibly hard to find information. Its not that there's not a lot out there, its just incredibly hard to find what you need sometimes, especially if you're just looking for something specific.

I do understand your frustration also, having done so much mission editing in Arma1, using a whole bunch of new things such as the artillery modules and the scripting involved has been and is still a very steep learning curve for me and I'm having trouble getting even basic stuff to work. I do wish that they'd put at least a simple bit of graphic interface over the modules so you didn't have to be a leet scriptor to set up a simple fire-support function in a mission, it seems that with every cool new feature that Arma2 has introduced that seem so effortless in the campaign, there's a messy and complex setup in the mission editor to reproduce it.

I think it definitely, in keeping with BIS selling Arma2 in part for the editor, would be a good idea for them to release some more detailed tutorials and documentation. Something that goes into how to create the more immersive type of scenarios that they use in the campaign, as opposed to some 'run solo through a village with 1 squad of randomly placed riflemen standing about' type mission which, while its useful as an intro to editing, isn't exactly going to provide an immersive mission making full usage of Arma2's features.

So did you manage to lock down the keys to bring up that 3d editor? Alt +E in main menu was it? And did you manage to get it to exit back to normal mode?

I found out about it here;

Main Menu for the entire game then ALT E and you're into the in depth editor for the map. Then you'll see the 3d Map Editor button on the green sidebar. Hit that and you'll be in. If you look at that green sidebar you'll see it's now a key for 2d map editor. To escape from that deep ALT E map editor just hit the EXIT.

So can you tell me how to use the Initialization box to enter script or code? I can put the code into it but how to execute it is beyond me. Man why not have a straight forward API (action performing interface) like Autodesk Maya for using MEL does?

http://forums.bistudio.com/showthread.php?t=74144

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From my experience with Arma1 mission editing, the initialization box (if we're talking about the one on a unit here) just automatically runs the code in it once the mission starts, in order to add code that won't automatically run on the start of a mission it has to be done through waypoints or triggers connected to that unit. That's as far as I know, and I could stand to be corrected as probably 90% of the people who read this board know far more about editing and scripting than I do.

Now I might shuffle off to try that 3d Editor for a bit.

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From my experience with Arma1 mission editing, the initialization box (if we're talking about the one on a unit here) just automatically runs the code in it once the mission starts, in order to add code that won't automatically run on the start of a mission it has to be done through waypoints or triggers connected to that unit. That's as far as I know, and I could stand to be corrected as probably 90% of the people who read this board know far more about editing and scripting than I do.

Now I might shuffle off to try that 3d Editor for a bit.

Great, and thanks for your help. I'd be glad to hear of your progress in figuring out the 3d Editor. Please personally message me on your findings...

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Wow, there's some great stuff hidden in here: Base templates? Cool! Seems to be a lot more units too - The Assault grenadiers and riflemen and others.

God, It's taken me long enough to get where I am with the 'basic' editor - I don't even know where to begin with all this stuff. it's going to be fun finding out!

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Wow, there's some great stuff hidden in here: Base templates? Cool! Seems to be a lot more units too - The Assault grenadiers and riflemen and others.

God, It's taken me long enough to get where I am with the 'basic' editor - I don't even know where to begin with all this stuff. it's going to be fun finding out!

Yeah well don't be stingy with your researches in it; share them with us, fully illustrated for morons like me to understand.

I was driving to the gym and I remembered this in the car;

it's

1. Main Menu

2. Alt E

3. then go to Editor. You should have the extended editor interface with the 3d editor selectable.

4. When in 3d Editor, you move up and down with the scroll wheel and backwards and forwards with the W and S keys, and you turn in any direction with the mouse and right click held down.

And I finally figured out the interface and inserting scripts....you're inserting them to each module or object or waypoint or whatever through the INITIALIZE window indeed...just cut and paste them ( You'll have to use CTRL C and CTRL V to do that) and then say OK and the bit of script or code or whatever becomes attached to that object whatever it is. That's a weird interface. It makes sense when you look at it in terms of objects located on a map though, I suppose. Those wacky Eastern Europeans have such a strange approach to everything...

3736347450_575937f8f4_o.jpg

3736338826_28aa4b96f8_o.jpg

Still can't make the artillery work properly though.:p

But the 2D/3D special editor is really weird.

How do you place units or groups in this landscape/map? Is there some list of units and groups that you can draw up from someplace to select from or do you just have to know the name from the Wiki lists or Mr Murray's tutorial list?

3736688572_4bbeb607de_o.jpg

Edited by Cadmium77

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Yeah...I'm maybe not the person to ask about learning how the editor works. I just found all those lovely special Force Recon units in the regular editor under, err, the MEN (FR) tab...duuuh :D

Clear case of learning to run before you can even walk, i think. I haven't done any scripting or editing for this series since before Lustypooh's old site morphed into the Editing Center. I think it's going to take me longer to get back into it than I thought! :)

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Place a 'Center' unit in the 3d editor, and then you should be able to place 'group' and then 'unit'. Some of the base templates look really neat, and I'm sure there'll be a lot of potential here, once I can just figure out how the f*$% to get it to spawn properly in a 2d editor map.

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The thing is where do you find this "Center" unit? or a "Group" since this 3d editor doesn't bring up units or groups the way the regular editor does, unless of course there's something I'm missing here.

Damn. Documentation Bohemia Interactive. Give us some simple methodical documentation.

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Afaik the 'center' unit is invisible and doesn't do anything apart from allow you to place a 'group' (also an invisible entity) which in turn allows you to place a unit, which you will be able to see and manipulate.

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Afaik the 'center' unit is invisible and doesn't do anything apart from allow you to place a 'group' (also an invisible entity) which in turn allows you to place a unit, which you will be able to see and manipulate.

Well the only thing it's allowing me to place so far is different sized fortress/camps;

3737343746_a6e1755b21_b.jpg

Or this OPFOR anti aircraft emplacement;

3737475986_96b705b706_b.jpg

Is there some way to make all the available groups and units pop up when you're in that mode so you can access them from a list?

(And note the funny tall black pedestal in the center with the red yellow green and blue geometric primitives displayed on it)

Edited by Cadmium77

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When you place a 'group' in the 3d editor it seems to be different to the 'group' in the ordinary editor, so it won't spawn a group of units, but will allow you to place individual ones, if I interpret it correctly.

What I found was that all the units were available in the unit screen following placing a group, of course depending on whether the 'center' unit was bluefor, opfor or independant you have access to different units in the unit menu.

So just place bluefor 'center' then place group 'center west' and then you should have access to whatever units you like from the unit menu, which would then constitute part of that group. No pre-made groups like the ordinary editor I don't think, or I can't see any.

*Edit* Okay I just checked this in the 3d editor, and yes, when you place the 'group' it just makes a group with nobody in it by default, and then with the unit menu, you choose units and can allocate them to whatever group you want. Of course if you've only got the one group there then it just goes to that one by default, otherwise I think you have to chooose between groups you've placed whenever placing a new unit in the 3d editor.

Edited by r3volution

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When you place a 'group' in the 3d editor it seems to be different to the 'group' in the ordinary editor, so it won't spawn a group of units, but will allow you to place individual ones, if I interpret it correctly.

What I found was that all the units were available in the unit screen following placing a group, of course depending on whether the 'center' unit was bluefor, opfor or independant you have access to different units in the unit menu.

So just place bluefor 'center' then place group 'center west' and then you should have access to whatever units you like from the unit menu, which would then constitute part of that group. No pre-made groups like the ordinary editor I don't think, or I can't see any.

*Edit* Okay I just checked this in the 3d editor, and yes, when you place the 'group' it just makes a group with nobody in it by default, and then with the unit menu, you choose units and can allocate them to whatever group you want. Of course if you've only got the one group there then it just goes to that one by default, otherwise I think you have to chooose between groups you've placed whenever placing a new unit in the 3d editor.

I haven't had time to really examine this deeply but it seems to be showing the same thing that you're saying;

MfVGoxjBuk4

V-fzPj5Yvsc

RWRj5vFuZkA

(and thank you RichSpeed)

OK right off the bat that first video showed me how to place a vehicle on the RealTime 3d Map too.

3736760031_b7256d248b_o.jpg

3736804989_c59722db75_b.jpg

Ayup, well that works anyway..

Baby steps, baby steps..

And I can see that this is going to be a very cool tool to use. Not as slick as Far Cry II's map making engine/editor but then Far Cry II was a crappy game that nowhere near came close to matching the hype that was used to promote it.

Bonjour, Monsieur le Grenadier.

3737670506_66df9effd6_o.jpg:yay::yay:

AND if you make him a playable agent in the game, you can click on him right there in the Real Time 3d editor and immediately assume his persona to try him out.

AND you can grab any unit you've set in the RealTime 3d Editor with your left mouse button and just slide it anywhere you want it in the landscape...

Edited by Cadmium77

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I agree, it would be nice to have some more documentation but I kinda enjoy figuring it out as well. Mr. Murray will have an A2 specific manual in the future. Also no doubt that the Biki and thread pages will get more details from more experienced users. Me myself... sometimes I think a chimp could learn this stuff faster. But then again it's fun playing around with all this stuff and learning something new all the time.

Also your comment about spending more time in the Editor then actual playing is dead on. I've been playing BIS games since the OFP demo and I gotta say I've probably spent 95% of my time playing around in the Editor. Matter of fact, when someone releases a mission I immediately check it out in the Editor and play from there. That's the best way to learn about the Editor.

One other thing, you may want to ask to get this thread moved to this section:

http://forums.bistudio.com/forumdisplay.php?f=93

You may not get much traffic over here. I've never been to this section, nor the OFP/ArmA ones neither. I probably never would have seen this thread either but I just happen to see it as the most recent thread and figured i'd check it out and lead you to the proper section.

Enjoy.

EDIT:

Hell yeah! Definitely get this thread moved to that section. Everyone needs to see those videos! Just contact a Moderator.

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I agree, it would be nice to have some more documentation but I kinda enjoy figuring it out as well. Mr. Murray will have an A2 specific manual in the future. Also no doubt that the Biki and thread pages will get more details from more experienced users. Me myself... sometimes I think a chimp could learn this stuff faster. But then again it's fun playing around with all this stuff and learning something new all the time.

Also your comment about spending more time in the Editor then actual playing is dead on. I've been playing BIS games since the OFP demo and I gotta say I've probably spent 95% of my time playing around in the Editor. Matter of fact, when someone releases a mission I immediately check it out in the Editor and play from there. That's the best way to learn about the Editor.

One other thing, you may want to ask to get this thread moved to this section:

http://forums.bistudio.com/forumdisplay.php?f=93

You may not get much traffic over here. I've never been to this section, nor the OFP/ArmA ones neither. I probably never would have seen this thread either but I just happen to see it as the most recent thread and figured i'd check it out and lead you to the proper section.

Enjoy.

EDIT:

Hell yeah! Definitely get this thread moved to that section. Everyone needs to see those videos! Just contact a Moderator.

Thanks, I'll do it right now. Let's hope they're not still POed at me for my oversized img files last week.

Edited by Cadmium77

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Cadmium77: Nice work on finding those videos, they've been providing some helpful viewing.

Damn this 3d editor, its making me spend even more time in the editor and even less time playing the damn game. ;)

And yeah, this thread could definitely be moved to somewhere more visible without causing undue harm to the fabric of reality etc.

I'm still yet to sort out the init.sqf file to get this 3d editor stuff spawning in a mission, I wish my scripting skills weren't quite so noobish.

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Cadmium77: Nice work on finding those videos, they've been providing some helpful viewing.

Damn this 3d editor, its making me spend even more time in the editor and even less time playing the damn game. ;)

And yeah, this thread could definitely be moved to somewhere more visible without causing undue harm to the fabric of reality etc.

I'm still yet to sort out the init.sqf file to get this 3d editor stuff spawning in a mission, I wish my scripting skills weren't quite so noobish.

Right now I think it's more of a question of wishing Bohemia Interactive would do a bit of coding to make a more intuitive interface. I've got limited timei and this is getting to be harder and harder to justify wasting it on a mere game.

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Well, in all fairness to BIS it does look like they're going to enable it properly and fix it up in a coming patch, at least if this is accurate.

ohara

Bi Developer

we expect that we will "open" it by some patch, its there, but need some tweeking

However, that said, I wouldn't expect it to be super-simple to use even if they do fix it up for public consumption, the flip-side of all the Arma2 awesomeness and depth is the frustration of trying to DIY in the mission editor.

I do hope that they fix it up with intuitive interfaces, and that it is able to supplant the old 2d style editor with its clunky scripting etc. I just don't want to hope too much for fear of dissapointment. ;)

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Well, in all fairness to BIS it does look like they're going to enable it properly and fix it up in a coming patch, at least if this is accurate.

ohara

Bi Developer

However, that said, I wouldn't expect it to be super-simple to use even if they do fix it up for public consumption, the flip-side of all the Arma2 awesomeness and depth is the frustration of trying to DIY in the mission editor.

I do hope that they fix it up with intuitive interfaces, and that it is able to supplant the old 2d style editor with its clunky scripting etc. I just don't want to hope too much for fear of dissapointment. ;)

I don't mind complexity as long as the working of the system is spelled out for us so it's comprehensible.

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I don't mind complexity as long as the working of the system is spelled out for us so it's comprehensible.

True that. I've gone back to the 2d editor for now, at least I can play what I'm making in that. This 3d editor thing seems like for now its a bit of a tease, or at least with my skill levels it is. ;)

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Place a 'Center' unit in the 3d editor, and then you should be able to place 'group' and then 'unit'. Some of the base templates look really neat, and I'm sure there'll be a lot of potential here, once I can just figure out how the f*$% to get it to spawn properly in a 2d editor map.

Ok, so if, for example you are making the "main" mission in the 2d editor and you want your newly created 3D Editor base (or whatever) to spawn from a trigger, or something. You need to get the mission.sqf (made in 3D Editor) and edit it....the top section will look something like this.....

activateAddons [

"jon_editorupdate",

"fastrope"

];

activateAddons ["jon_editorupdate", "fastrope"];

initAmbientLife;

_this = createCenter west;

_this setFriend [east, 0];

_center_0 = _this;

_group_1 = createGroup _center_0;

_unit_1 = objNull;

if (true) then

{

_this = _group1 createunit......

Delete the Red section. The bit with "createCentre" isn't really needed either if you are spawning the base within a "2D Map", it just defines a new HQ for a particular side (I guess you could use it to make some USMC that act like OPFOR or V.V), I generally leave it in tho.

At the bottom of the script delete the last 2 lines...runInitScript and finishMissionInit.

Save this as your new base name. e.g. FOB_KLEN.SQF

To spawn it for example from a trigger when you get close to an area

On Act: nul=[] execVm "<nameofscript>";

e.g. nul=[] execVm "FOB_KLEN.SQF";

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I've gathered a few of the better YouTube tutorials together here with a brief note for each. Hope this is helpful.

YouTube Arma2 Tutorial Videos

Intro to Editor 1: Basic Map controls (titles not VO) - By RichieSpeedIsBack

Intro to editor 2: Groups and Waypoints (titles not VO) - by Richiespeedisback

Artillery and UAV (titles not VO) - by bigbangAT

Helo insertion, Part 1. (w/VOs) by eclipse245

Helo extraction (after completing objective) (titles not VO) - by Pollitochuloo

Triggers intro part 1. (w/VOs) by eclipse245

Creating (placing) Units in editor (w/VOs) by eclipse245

Setting up Respawn (w/VOs) by eclipse245

Triggers, Part 1 (w/VOs) by BabyAlien83

Triggers, Part 2 (w/VOs) by BabyAlien83

Triggers w/a bit of scripting (w/VOs) by BabyAlien83

Scripting a napalm bomb (W/VOs) by BabyAlien83

Triggers and reinforcements (w/VOs) by BabyAlien83

Designing missions (w/VOs) by BabyAlien83

Arma2 File and Folder organization (w/VO) by Lucky44

Firing Triggers via specific units (w/VO) by Lucky44

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