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Topic: RealTimeEditorV4, One step forward, two step back.< Next Oldest | Next Newest >

i0n0s Offline

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Posted: June 03 2008,21:55

I'm proud to pronounce the release of

ArmA RealTimeEditor v4 Revision 2



Changes to previous version:

  • Re added ability to place units.
  • Added ability to place groups
  • Objects can get selected by single click
  • Reworked GUI
  • Reworked export
  • Added debug console

Doesn't sound that much, but I think it was a real gain against the previous version. So give it a try!



That reworked export means that you can export objects by a single click!
And creating areas like the factory is a much easier work.
(If someone wants to take a look using the script: The scenario can be found on pita airfield)



A manual can be found inside the archive. Hope that it contains everything you need to work with RTE!

Downloads
Download

Mirrors:
Armaholic.com
ePrison.de
Armed Assault Info
Armed-Assault.de
Assault Mission Studio

May the source be with you!


Edited by i0n0s on June 07 2008,12:04

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DMarkwick Offline

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Posted: June 03 2008,23:00

Sterling work, sir :)

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El nino Foxhound Offline

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Posted: June 03 2008,23:29

Excellent, thanks for your work on this :tup:


Frontpaged at the Armaholic.com homepage.

The Armaholic.com download page can be found here:
http://www.armaholic.com/page.php?id=3068


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Stavanger Offline

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Posted: June 03 2008,23:52

News + Mirror by ePrison.de

Real Time Editor V4 Revision 2 by i0n0s

Regards,
Stavanger

Edit: Please delete the old Mirror from Combat-Prison.net. ePrison.de is new URL and HP. Thanks!


Edited by Stavanger on June 03 2008,23:57

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Sniper Pilot Offline

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Posted: June 04 2008,07:59

How can i disable the ECS button so it wont confilict with the RTE button?

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Rommel Offline

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Posted: June 04 2008,09:18

You should make a default mission thats made for the editing and can export to mission.sqms, so then we can just copy paste out of the editor...  :yay:

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IceBreakr Offline

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Posted: June 04 2008,13:04

Is there any report by BIS how much placing custom objects lags the MP? I've heard that if you place a lot of concrete walls (for example to create 2-3 FOBs) the MP code gets lagged by it?

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R0adki11 Offline

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Posted: June 04 2008,13:07

Real Time editor looks certainly impressive will have to check it out  :)

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i0n0s Offline

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Posted: June 04 2008,14:25

@Sniper_Pilot:
RTEditorV4_Rev2_ECS_fix.rar
This fix just moves the RTE button downwards so that it don't conflict with the ECS button. For some reasons the background doesn't fit any more, but this is a minor flaw.
To move the button to it's old position, just uncomment #define ION_RTE_ECS in ION_RTE.h

This fix is only required for ECS users!

@Rommel:
What exactly do you mean with that 'default mission'?

@IceBreakr:
I don't know a report by BIS but walls are static and therefore only two messages should get send over net: The creation, and the destruction.
This should only be for static objects, not for men and cars.

Have fun playing with it!


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EricM Offline

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Posted: June 04 2008,19:20

Hey Ionos,

First of all very good job on the the RTE. It's really a lot more fun to place things directly in game rather that play trials and errors on the  editor's map.

Did you see Kegety's Armalib addon ? apparently he implemented ways to import and export data to and from Arma to SQL database or the clipboard. This may be helpful to export missions more easily.

bye
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i0n0s Offline

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Posted: June 05 2008,01:56

Hi,
I've seen the ArmALib after your reply. It is really impressive because he was able to hook the scripting system to add his own command.
But it comes too late.
ArmA Extended and ArmA Storage System (I hope this is the name of that project) can do mostly the same as ArmALib. The new things are the HTTP support, mouse and ingame information like the FOV and the 'ScriptLink' feature.
The FOV would be real nice, but would force other user to use that lib if they dislike to see an error message showing up each time they run RTE. The 'ScriptLink' has already implemented to RTE Capture (not using the windows named pipe but WM_COPYDATA instead). So I have a easy way to get data out of ArmA with just one mouse click.

Nevertheless:
If you're interested in using ArmALib instead of my way, take a look at 'functions\fSendArray.sqf'. It shouldn't be hard to modify it to work with ArmALib. I there should be a problem, feel free to write me a pm.
When done, please send me that code, so that I can add it to the next release.

A short summary:
I have no problem seeing ArmALib in RTE, I even would like to see it. But I already have a work solution and I better spend time adding new features than implementing a working feature another time.


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Matt Rochelle Offline

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Posted: June 06 2008,13:35

how to i use the RTE_Export.sqf thats what gets me most how do i run the RTE_Export.sqf

Edited by Matt Rochelle on June 06 2008,14:28

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i0n0s Offline

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Posted: June 06 2008,14:30

Code Sample
if (isServer) then {
if (isNil "ION_fGetPos") then {
private ["_skript"];

_skript = [] execVM "RTE_Export.sqf";
waitUntil {scriptDone _skript};
};
//normal export:
[] execVM "Script1.sqf";
[] execVM "Script2.sqf";
.
.
.
//templates:
"Marker1" execVM "Template1.sqf";
"Marker2" execVM "Template2.sqf";
.
.
.
}


The 'isNil' checks if RTE is not installed, the waitUntil makes sure that all functions are defined.
Script1.sqf to ScriptN.sqf are scripts created by RTE Capture with normal export and Template1.sqf to TemplateN.sqf are scripts created by RTE Capture with templates.
Marker1 to MarkerN are marker on the map. Best use the arrow because the arrow will give the direction of the template.
Each template requires its own marker because the marker will get deleted when creating the template.
(The templates will get created at markers pos, but I hope thats clear ;) )

Edit: if isServer forgotten.


Edited by i0n0s on June 06 2008,16:29

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Matt Rochelle Offline

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Posted: June 06 2008,14:59

Ah super, thanks a lot  :yay:

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Imutep Offline

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Posted: June 07 2008,11:27

Great news  :tup:
Mirror from Assault Mission Studio

ArmA RealTimeEditor 4 Rev2    

Regards
Imutep


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