Dealman

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About Dealman

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  1. Dealman

    Problems with Eden custom buildings

    Only thing I can see is that you didn't specify what kind of loot it is; table = "Medical"; And you can probably do that rather easily using get3DENLayerEntities, I haven't touched ArmA since I made this plugin though since I'm now working with UE4. But you'd need to unpack my mod and make changes and then re-pack it again. If I ever get back to it, I'll add it since it's a nice suggestion.
  2. Dealman

    Problems with Eden custom buildings

    Testing I did with CUP worked, can you post the code it generated?
  3. Dealman

    Problems with Eden custom buildings

    That's rather odd, have you made sure you don't have duplicates in the array? I don't think initServer.sqf is run more than once - but it shouldn't...? D:
  4. Dealman

    Problems with Eden custom buildings

    I would assume _object enableSimulationGlobal (_x select 4); would result in null and as such, objects would still have simulation enabled. You can try this by adding this to the bottom of the for loop(below _object enableSimulationGlobal); ["Simulation: %1", (_object enableSimulationGlobal (_x select 4))] call BIS_fnc_logFormat; Then check the RPT and see if it returned false or null. If it returns null; change 4 to 3. Otherwise keep as-is.
  5. Dealman

    Problems with Eden custom buildings

    Hey, sorry for the trouble - I've meant to update it since I use a different format to what Exile does normally. Basically I just made it so setVectorDirAndUp can be used in order to prevent ArmA from pushing objects apart and not maintaining the proper rotation. This is the proper code; { private ["_object"]; _object = (_x select 0) createVehicle [0,0,0]; _object setPosASL (_x select 1); _object setVectorDirAndUp (_x select 2); _object allowDamage (_x select 3); _object enableSimulationGlobal (_x select 3); } forEach _objects; The reason for this is because it's a multi-dimensional array, basically - it's an array that contains other arrays. See this image as a reference; As you can see allowDamage and enableSimulationGlobal use the same value - you can easily change this by adding another false boolean to the array and change _x select 3 to _x select 4 since there would be a new item in the array.
  6. Dealman

    3DEN Editor - Exile Plugin (Loot, Spawns, Etc)

    Yeah I added that to try and make sure it only exported actual objects, kind of like a failsafe. Thanks for the report, will look into adding other checks as well instead of only static - but if it works without that check might as well leave it out, will do some testing. Edit: I've now re-written the original post instead of making a new thread. Also includes a link to the example video on YouTube. Also thanks @John for the feedback, I'll get around to improving some of that stuff soon™.
  7. Dealman

    3DEN Editor - Exile Plugin (Loot, Spawns, Etc)

    initServer.sqf might need some modification, I don't recall the format Exile uses and I might have tinkered with mine. As I said, I'm rather lazy and I have other projects I'm working on. I'll get around to it some day though. If you look in your initServer.sqf and find a block of code similar to this; { private ["_object"]; _object = (_x select 0) createVehicle [0,0,0]; _object setPosASL (_x select 1); _object setVectorDirAndUp (_x select 2); _object allowDamage (_x select 3); _object enableSimulationGlobal (_x select 3); } forEach _objects; Feel free to post it here or PM it to me and I'll make sure it'll work for you.
  8. Dealman

    3DEN Editor - Exile Plugin (Loot, Spawns, Etc)

    No it does not
  9. Dealman

    3DEN Editor - Exile Plugin (Loot, Spawns, Etc)

    Aye, that part is a bit rushed and I'll be improving it sometime later. As a workaround just toggle it off once you've previewed it once Also, it doesn't currently take rotation of the loot spheres into account - will be adding that as well.
  10. Dealman

    3DEN Editor - Exile Plugin (Loot, Spawns, Etc)

    Appreciate the feedback, but the script I made using the rangefinder is obsolete. I've scrapped it and instead I wrote a plugin for the new EDEN Editor. Has some more features and makes it a lot faster as well. I just didn't bother to update this thread or create a new one, I'm lazy
  11. Dealman

    3DEN Editor - Exile Plugin (Loot, Spawns, Etc)

    I would greatly appreciate some beta testing. I've uploaded the very first iteration of the plugin to my GitHub if you want to try it out. I've also made a YouTube video showcasing how the loot stuff work, very basic video - I might make a more thorough video explaining all the features later on. So far its current features are; 1. You can place down any number of objects you want, and generate the code for it. It will be generated in a copy and paste format but you may need to edit your initServer.sqf file for the new format. I quite frankly don't remember the original format and I haven't checked that yet. I also don't know if all objects work yet, it checks if the object is of type Static - this requires some more thorough testing - but all objects I've tried thus far works. If such is the case, I will be updating the GitHub readme sometime later, probably today unless I go lazy mode 2. Ability to easily add new loot positions for buildings, as well as the loot preview feature. Refer to my YouTube video to see how this works. I can confirm that the CUP buildings works, requires a bit more testing with other mods. 3. This plugin can also generate 100 spawn points for you and generate the code in the old SQM format. Not sure how useful this actually is since you can just copy and paste from other missions, but hey, it's there 4. Includes a custom function, DT_fnc_DisplayCustom3DENNotification which lets you create entirely custom EDEN Editor notification messages. You can change background & text colour, sound to be played and duration to be displayed. Known Issues * Clear all loot markers doesn't work properly. It removes the object itself, but not the EDEN Editor icons - this somehow interferes with the code generation. * The green outline for your selected target remains after the object is deleted - not sure how to fix this since EDEN events don't seem to work at all for me. Of course any feedback you can provide is greatly appreciated!
  12. Dealman

    3DEN Editor - Exile Plugin (Loot, Spawns, Etc)

    Yeah, that's a bug with it. Some objects require you to look at a very specific part of the model for it to work. I never tried it with CUP but I assumed it would work. If cursorTarget doesn't return an object it will teleport you underwater - I never added a failsafe because I'm a dummy But if their objects don't return an object for cursorTarget there's not much I can do, it's something they would have to fix I believe. On the plus side, the plugin I'm writing for the upcoming EDEN Editor works great - and I'm using CUP as a playground. It'll be ready for testing soon, but you would need to get the development branch to use it. Dev branch also adds a new function called cursorObject which I believe is more likely to successfully return a map-specific object than cursorTarget is. So if you have the dev branch you could try and change cursorTarget to cursorObject in the init.sqf. No guarantees, though
  13. Dealman

    3DEN Editor - Exile Plugin (Loot, Spawns, Etc)

    Should work with all buildings as far as I'm aware. So long as they're registered as a cursortarget. I'm working on a plugin for the upcoming EDEN Editor, though. Which is far better than this.
  14. Dealman

    3DEN Editor - Exile Plugin (Loot, Spawns, Etc)

    Do you have CBA running? It uses a CBA function to replace some stuff in a string to generate the code, so if you don't have CBA it won't work. Otherwise I'd need some more information to see if I can try and reproduce the bug.
  15. Dealman

    3DEN Editor - Exile Plugin (Loot, Spawns, Etc)

    Known Issues: • To Be Filled Changelog: [2016-01-26] [Fixed]: Select Last Marker would not show up if only 1 marker left. [2016-01-26] [Fixed]: Previous markers not being removed when exiting edit mode.