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Eden Editor Issues


viper179

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Im just wondering if any one else is having this same issue as me, i can use the eden editor just fine place stuff down also i am using it on the epoch.tanoa map pbo.  i have placed down some atms around the map and load it on the live server, but for some reason some will be there and others will not, same thing when i place down buildings or jazz up the entrance its like some walls just are not there once i go live with it but then in the eden editor its in the same spot as i placed it. Any ideas would be great

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try to give them more  height if

Set EnableSimulation = false;

is not enough.. sounds stupid but was the reason i didn't see some of mine in what cause ever they were under the terrain... arma sometimes is misterious or the map 0 is not a flat idk

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  • 2 weeks later...

Ok yes funny thing is i just built a nice little entrance and in the 3den editor all objects show up now when i went live on the main server half were gone and half were not, do i need sim=false or true or what this is kinda annoying since they got rid of the 2d editor which worked just fine no matter what i placed it was there when i moved it to the live server and when you use the 3den editor and click save its suppose to save it to the mission.sqm do i need to export a diff way or what i mean what ever i place down in the edior should be there no matter what.

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1 hour ago, He-Man said:

We Export it with 3DEN to a sfq file without this Problem.

It is an addon, that you have to load with Arma and you get a special Export Option in tools

You can get it in the workshop

So do you export the sfq in to your epoch.tanoa map pbo. ? or are you opening your epoch.tanoa map pbo in 3DEN and making changes before re-packing and uploading to server?

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Start Arma with 3DEN and Epoch (if you want to use Epoch Buildings / Items)

Build your Buildings and export it to sqf.

This sqf file is a complete working file, which will create the objects.

Load this sqf in the init.sqf (yes in your mission file) with

if (isserver) then {

     execvm "myownitems.sqf"

};

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On 7/26/2016 at 7:20 PM, He-Man said:

Start Arma with 3DEN and Epoch (if you want to use Epoch Buildings / Items)

Build your Buildings and export it to sqf.

This sqf file is a complete working file, which will create the objects.

Load this sqf in the init.sqf (yes in your mission file) with

if (isserver) then {

     execvm "myownitems.sqf"

};

Where does the sqf file get exported to?

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5 hours ago, Chainsaw Squirrel said:

export to sqf .. then paste into notepad ++ https://notepad-plus-plus.org/  then make sure you save it as..  whatever.sqf  dont for get the .sqf part :)
It will look weird . all squished together .. but is ready to use.

 

Thank you, I understand now.

I've been trying to install AI recruit which requires an addaction which works fine for sqm. I just wanted to see if it translated to sqf.

When I exported to sqf, the addaction wasn't there.

Is it not possible to have addaction in sqf?

 

Thanks for the reply.

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Ok and ty sparky for the link, well i have used it and works great. I now see the bridge i have build on the live server but do have a issue. As you can see in these pics here on the eden editor everything is great but on the live server things seem not so right, do i need to have snap off or the terrain tab clicked really wanna use this but now kinda diff the purpose. Any imput or direction would be great.

Pic #1   http://steamcommunity.com/sharedfiles/filedetails/?id=734792381

Pic #2   http://steamcommunity.com/sharedfiles/filedetails/?id=734792460

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I've also noticed, that exporting with E3DEN is not really accurate.

So I have tested a bit and it seems, that the direction is missing in the exported array.

Then I have made my own Export-Script.

Place your Buildings, choose play from here (a unit is not needed!) and then run in the Console:

Spoiler

_allobj = allmissionobjects "all";
_tempobj = [];
_offset = 0;
Eventobjects = [];
{
    if (!(isplayer _x) && !(_x iskindof "logic")) then {
        _tempobj pushback _x;
    };
} foreach _allobj;
{
    _pos = getposatl _x;
    if (surfaceiswater (getpos _x)) then {
        _pos = getposasl _x;
    };
    _pos set [2,(_pos select 2)+_offset];
    _obj = [typeof _x,_pos,getdir _x,[vectorDir _x, vectorup _x]];
    Eventobjects pushback _obj;
} foreach _tempobj;
copytoclipboard str Eventobjects;

This export the Buildings in an Array to the Clipboard.

Then make a new sqf file with the following and paste your array in:

Spoiler

_objects = [
/*#### paste your array here ####*/
];


    _obj = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"];
    _pos = _x select 1;
    if (count _x > 2) then {
        if (typename (_x select 2) == "SCALAR") then {
            _obj setdir (_x select 2);
        };
        if (typename (_x select 2) == "array") then {
            _obj setVectorDirAndUp (_x select 2);
        };
    };
    if (count _x > 3) then {
        if (typename (_x select 3) == "array") then {
            _obj setVectorDirAndUp (_x select 3);
        };
    };
    if (surfaceIsWater _pos) then {
        _obj setPosASL _pos;
    }
    else {
        _obj setPosATL _pos;
    };
} foreach _objects;

 

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Hey he man ok so ive used what you said to use but it looks like anything that is placed in a straight line or sideways is ok, but anything that is tilted like my off ramp on my bridge is not flush like it was in the editor is there something else that needs to be done for tilted parts kinda like a small incline as to make a off ramp onto the land.

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I will check

edit: Now I tested it again, and for me it seems to work fine. Ramps are tilted.

How are you loading the Elements? If (isserver) {execvm blablabla.sqf} ???

Can you give me your exported array (or just the ramp)?

edit2: For me it is working as it should... But I have changed the 2nd code a bit. Try it out please.

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ok its working now didnt realize i had surface snap turn on, but also what about set simulation to false for the objects because i have some fences that players keep knocking over is there a way to add it to that code on the second part.

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Thanks for the Feedback. So I have changed the code in my first post back to the original one.

You must set enablesimulationglobal false, I think.

And the best should be to set it very first, so the Buildings can not get damage while setpos and will not fall down (if they can).

Spoiler

_objects = [
/*#### paste your array here ####*/
];


    _obj = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"];
    _obj allowdamage false;
    _obj enablesimulationglobal false;
    _pos = _x select 1;
    if (count _x > 2) then {
        if (typename (_x select 2) == "SCALAR") then {
            _obj setdir (_x select 2);
        };
        if (typename (_x select 2) == "array") then {
            _obj setVectorDirAndUp (_x select 2);
        };
    };
    if (count _x > 3) then {
        if (typename (_x select 3) == "array") then {
            _obj setVectorDirAndUp (_x select 3);
        };
    };
    if (surfaceIsWater _pos) then {
        _obj setPosASL _pos;
    }
    else {
        _obj setPosATL _pos;
    };
} foreach _objects;

 

 

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Ok heman got 99% of it working, wierd thing though is that the players see the barbed wire fences but they do not see the sand bags that i have placed under the fences but me and another admin see them just fine. I am using a pbo server side instead of putting the objects array in the mission pbo, would that be causing a issue with them not seeing it since they didnt download it.

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