BetterDeadThanZed Posted January 20, 2015 Report Share Posted January 20, 2015 When I saved what I created, it created with the [ and ] brackets instead of the { and } brackets. Is this normal? Link to comment Share on other sites More sharing options...
B4ND1T Posted January 20, 2015 Report Share Posted January 20, 2015 Hmmm, why does my editor not look like the one you guys have on the OP? Mine looks pretty damn similar to arma 2 editor. even after following Santas tutorial on instillation. Noobie at map editing. Link to comment Share on other sites More sharing options...
BenR Posted January 20, 2015 Report Share Posted January 20, 2015 When I saved what I created, it created with the [ and ] brackets instead of the { and } brackets. Is this normal? How are you saving your edits, in the latest version theres an epoch config option and a save option, the config one will copy the { } format to clipboard. Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted January 21, 2015 Report Share Posted January 21, 2015 How are you saving your edits, in the latest version theres an epoch config option and a save option, the config one will copy the { } format to clipboard. I just used the save option. I was able to edit the file so it was in the right format. I'll dot he Epoch Config option next time. Link to comment Share on other sites More sharing options...
Darth_Rogue Posted January 21, 2015 Report Share Posted January 21, 2015 'Copy Epoch cfg' option allows you to have the correct syntax to place items into the config.cpp inside the epoch settings pbo. 'Save' allows you to save a project and then open it back up later with the editor if you want to change something or add to an existing project. 'Export to SQF' should be used if the map addition is complete and ready to run on the server. It adds additional code to the top and bottom of the items list that allows the items to be loaded into the world when the server starts. It's important to note that if you 'Copy to Epoch Cfg' or 'Export to SQF' you cannot re-open the addon file in the editor. So just keep in mind that different save functions are for different purposes depending on what you're wanting to do. Unfortunately it's not a one size fits all solution where you hit 'Save' and you're done, which I would say is this tool's one Achilles heel. Now if it would save a file that can be re-opened at a later time at the same time as you do a 'Copy Epoch Cfg' or a 'Export to SQF' then that would be ideal. You'd have the best of both worlds automatically and only have to save once, but still be able to go back and make additional edits as needed. happydayz 1 Link to comment Share on other sites More sharing options...
ZENITHOVMAN Posted January 21, 2015 Report Share Posted January 21, 2015 Wow Mr Macca, You've done it again! :D Just Installed this today and well WOW WOW WOW! Made this in about 5 minutes You've Got a Great Tool Macca! :P Thanks For Sharing! So I will share as well. STENCH happydayz 1 Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted January 21, 2015 Report Share Posted January 21, 2015 'Copy Epoch cfg' option allows you to have the correct syntax to place items into the config.cpp inside the epoch settings pbo. 'Save' allows you to save a project and then open it back up later with the editor if you want to change something or add to an existing project. 'Export to SQF' should be used if the map addition is complete and ready to run on the server. It adds additional code to the top and bottom of the items list that allows the items to be loaded into the world when the server starts. It's important to note that if you 'Copy to Epoch Cfg' or 'Export to SQF' you cannot re-open the addon file in the editor. So just keep in mind that different save functions are for different purposes depending on what you're wanting to do. Unfortunately it's not a one size fits all solution where you hit 'Save' and you're done, which I would say is this tool's one Achilles heel. Now if it would save a file that can be re-opened at a later time at the same time as you do a 'Copy Epoch Cfg' or a 'Export to SQF' then that would be ideal. You'd have the best of both worlds automatically and only have to save once, but still be able to go back and make additional edits as needed. I've saved and reopened the addons I've created without a problem. Link to comment Share on other sites More sharing options...
Darth_Rogue Posted January 21, 2015 Report Share Posted January 21, 2015 I've saved and reopened the addons I've created without a problem. The only time I've been able to get a file to open inside the editor is when it's from the 'Save' function. Neither of the other types have re-opened after being saved. Maybe it's just my bad luck then. :P Link to comment Share on other sites More sharing options...
bFe Posted January 21, 2015 Report Share Posted January 21, 2015 How exactly do I install this? Link to comment Share on other sites More sharing options...
Darth_Rogue Posted January 21, 2015 Report Share Posted January 21, 2015 Just download it and place the @m3editor folder into your Arma 3 folder. Start up Arma 3 with the @m3editor in your startup parameters along with whatever other maps you may want to use, @Bornholm for instance. Once you are at the main game screen select "Editor". Follow the documentation that comes with the editor from there and you should be all set. bFe 1 Link to comment Share on other sites More sharing options...
bFe Posted January 21, 2015 Report Share Posted January 21, 2015 That's what I did and I added the dlls to the root, but when i save or export to sqf the game crashes. Link to comment Share on other sites More sharing options...
Darth_Rogue Posted January 21, 2015 Report Share Posted January 21, 2015 The dlls don't go in the root. They all stay in their original position in the mod folder. bFe 1 Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted January 21, 2015 Report Share Posted January 21, 2015 The only time I've been able to get a file to open inside the editor is when it's from the 'Save' function. Neither of the other types have re-opened after being saved. Maybe it's just my bad luck then. :P I always save the file as an sqf first. That way I can go back and work on it again later using the "Open" option on the same menu where the "Save" option is. Link to comment Share on other sites More sharing options...
bFe Posted January 21, 2015 Report Share Posted January 21, 2015 The dlls don't go in the root. They all stay in their original position in the mod folder. Thanks! Much appreciated. Edit: Did what you said, still crashes when I try to save or export it. And yes, I've unblocked the DLL files. Link to comment Share on other sites More sharing options...
happydayz Posted January 22, 2015 Report Share Posted January 22, 2015 Epoch server files updated... Waiting for all the "my custom buildings are not showing up"... ;) Link to comment Share on other sites More sharing options...
Richie Posted January 22, 2015 Report Share Posted January 22, 2015 Epoch server files updated... Waiting for all the "my custom buildings are not showing up"... ;) Mine all work fine in 1.38 :unsure: anyone with issues is in the wrong thread :p Maca's script works perfectly Link to comment Share on other sites More sharing options...
happydayz Posted January 22, 2015 Report Share Posted January 22, 2015 nah was just being silly referring to if people put in the server update (with its new .cpp) without first copying all the stuff across into the new .cpp (if they went that route) Link to comment Share on other sites More sharing options...
Havoc302 Posted January 22, 2015 Report Share Posted January 22, 2015 I put mine in as a SQF, works perfectly, I'll post some screenshots of the base I made soon. Basically turned the debug spawn building in a huge military industrial cloning complex, it looks simply mean at night time. It's also got 4 patrols of AI around it. Took 6 hrs to build and was so easy, love it! happydayz 1 Link to comment Share on other sites More sharing options...
bFe Posted January 22, 2015 Report Share Posted January 22, 2015 Even tried downloading from A3Launcher, it still crashes when I hit any of the buttons(open, save, export). Everything is placed where it should. Link to comment Share on other sites More sharing options...
ulli_123 Posted January 22, 2015 Report Share Posted January 22, 2015 Hello,I'm probably too stupid to get the M3 Editor starts. Link to comment Share on other sites More sharing options...
TheKnightTemplar Posted January 22, 2015 Report Share Posted January 22, 2015 works brilliantly, we're using it to customise the Napf map for Epoch. Anyone know how to get it into night mode? Figuring out the lighting in daylight is a bit of a pain. Nice job though :-) Link to comment Share on other sites More sharing options...
SadBoy1981 Posted January 23, 2015 Report Share Posted January 23, 2015 Mine all work fine in 1.38 :unsure: anyone with issues is in the wrong thread :P Maca's script works perfectly agree, all works Link to comment Share on other sites More sharing options...
Humpabry Posted January 23, 2015 Report Share Posted January 23, 2015 Even tried downloading from A3Launcher, it still crashes when I hit any of the buttons(open, save, export). Everything is placed where it should. and you unblocked the DLL files? Link to comment Share on other sites More sharing options...
bFe Posted January 23, 2015 Report Share Posted January 23, 2015 and you unblocked the DLL files? Yep. Tried reverting to net framework 3.5 instead of the current 4.5,2, but that didn't make a difference. Link to comment Share on other sites More sharing options...
speaR Posted January 23, 2015 Report Share Posted January 23, 2015 If you want to see a massive Epoch themed base, come check out the Clonex Military Area on the salt flats of my server, careful, it's guarded by AI :P Hmm I must have been doing something wrong, when I put a - in the repeat box it wouldn't let me type anything after that and I couldn't put in a 0.1 It seemed to take only whole numbers. try to - 0.x Link to comment Share on other sites More sharing options...
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