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Found 5 results

  1. I'm trying to save a few screenshots through the debug console, but only the last screenshot command appears to be executed. For example, if I enter the following two commands in the debug console and click local exec: screenshot "file1.png"; screenshot "file2.png"; Only file2.png is saved to disk. Does anyone else have this issue?
  2. Every time I execute a code in the debug console, the code is executed way too many times. In this example, the words "chat" was messaged 10000 times in the system chat. If anyone knows how to fix this, I would love your help.
  3. I currently have this script (https://pastebin.com/A1eXSFDA) that places a rectangle on each house in the house array, makes it the size of its bounding box and gives it a name M%1. This script works in debug console to add markers but these disappear on mission start This is to work with BMR insurgency and it causes a few problems that the grids are generated every time on mission start. So I was wondering if I could make the grids in 3den using the debug console and create3DENEntity. I've found this script (https://pastebin.com/SURPRMSL) which adds a mil_dot on every building you list however I can't seem to combine the scripts to where I get the results of the first script created within the 3den editor. I'm currently scrambling around this this (https://pastebin.com/yeGBE2L1) but it's not really working. Any help would be great
  4. Tried to do a search, and found alot of different things but could not to what i saw, find something spesificly like this. So, down to business... First of all, go to the "Debug Console" in the "Tools" menu you have in your Eden 3D editor. Type in the following: do3DENAction "ToggleMapIDs"; ..and press the "LOCAL EXEC" button. This will show you all the object IDs to all default map objects (once you have zoomed in close enough), such as radio towers, buildings, bridges, bushes, trees so on and so forth etc. etc. etc. Run it again to turn it off again. Now, I’ll type up an example on how to blow up a default radio tower on a map, and get a trigger to register this as part of your mission. Step 1: Find yourself a suitable target, in our case - a radio tower on the map by default. Step 2: Place a "Game Logic" on top or near it, from "Objects" in the "Logic Entities" selection (F5 (Systems) --> Logic Entities --> Objects --> Game Logic). Step 3: In that the "Game Logic" init field, type as an example: Target1 = (getPos this nearestObject 224112); // Target 1 is what the "Variable name" will be. // 224112 is the object ID of that specific radio tower/object, now visible on the map, from running the code at the top of this post in your debug console. Step 4: Place a trigger. In its "Condition" field, type this: !Alive Target1; ..and to check that this works, you can type this in the "On Activation" field: Hint "Tower Destroyed!"; Step 5: Now, place your charges - or whatever means you wish to destroy said tower/object - and the trigger should fire once its destroyed. I needed this, and have been through several posts to find "bits and pieces" of what i needed to make this - hoping it will help others as much as it has me :)
  5. 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.
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