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aussie battler

Custom DMS bandit mission objects reversed.... (SOLVED)

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SOLUTION by @[AI] Stalker is to rotate all objects 180 degrees and then save them !!  cheers @[AI] Stalker

 

HI

I can import objects into DMS missions but everything is reversed. So signs are backwards and sandbag patterns are messed up.  Just wondering what I can do to fix it?

Here are the step I use:

1. Load editor with M3Editor - 3DEN

2. Make a mission scene

3. Convert objects to simple objects (found under the "Exile" menu

4. Export objects relative (found under the M3Editor menu)

5. I have made sure that DMS is importing using the function call Import from M3 - 3den script

Spoiler

// Create Buildings - use seperate file as found in the mercbase mission - same for all levels
_baseObjs =
[
    "01_concrete",
    _pos
] call DMS_fnc_ImportFromM3E_3DEN;

My code seems to look like the objects in the bandit missions.

A line of my code:

Spoiler

[
    ["Land_Coil_F",[3.27783,14.4209,0],1.00179e-005],
    ["Land_Concrete_SmallWall_8m_F",[13.1177,12.5303,0],180],
    ["Land_Concrete_SmallWall_8m_F",[17.1177,1.28125,0],270],
    ["Land_ConcretePipe_F",[13.4536,8.05078,0],345.009],
    ["Land_cargo_addon02_V1_F",[-12.0522,-4.35938,0],60],
    ["CUP_A2_barbedwire",[3.41504,-2.08887,0],0]
];

 

Dms objects code:

Spoiler

[
    ["Land_Cargo_House_V2_F",[0,15,0],0],
    ["Land_Cargo_House_V2_F",[6.2,15,0],0],
    ["Land_Cargo_House_V2_F",[-6.2,15,0],0],
    ["Land_Cargo_House_V2_F",[15,0,0],90],
    ["Land_Cargo_House_V2_F",[15,6.2,0],90],
    ["Land_Cargo_House_V2_F",[15,-6.2,0],90],
    ["Land_Cargo_House_V2_F",[0,-15,0],180],
    ["Land_Cargo_House_V2_F",[-6.2,-15,0],180],
    ["Land_Cargo_House_V2_F",[6.2,-15,0],180],
    ["Land_Cargo_House_V2_F",[-15,0,0],270],
    ["Land_Cargo_House_V2_F",[-15,-6.2,0],270],
    ["Land_Cargo_House_V2_F",[-15,6.2,0],270]
]

 

I love making custom DMS missions thanks to @red_ned and @eraser1 for the code to make it happen.

 

Pictures show how the signs & sandbags are flipped:

20170216192024_1.jpg

20170216192357_1.jpg

Edited by aussie battler

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Hey Aussie battler ... you have teamspeak?

Currently working on doing the same thing you are with BANDIT missions.
Any chance of picking your brain?

 

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how did you do step 4?

I cant find that in m3editor.

Side note: Any thoughts on below?

 

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I think you are not loading up M3 3den into editor.

Step to load M3Eden into editor:

Download the plugin here: http://www.exilemod.com/download-all-the-files/Exile3DEN-1.0.0.zip
Now make a copy of exile in your Arma3 directory. Paste the 3den files into the exile copy folder (rename the folder to M3den). Load Arma3. Go to the "mods" section. Click "add local mod". Add the M3den folder that you created. You should now see the M3Editor menu when you load editor.

 

My mission example is for a bandit mission not a static mission.

Static mission have object spawn at the start of server loading.

Bandit missions disappear on mission completion (mission cleanup setting is found in dms cfg file).

I think you are trying to make a static mission? If so skip step 4 & choose the "export all objects" found under the M3editor menu.

If doing a static mission it should look like this (just delete the word private at the start):

Spoiler

 _objects = [
    ["Land_BagFence_Long_F",[11117.3,7781.87,253.119],[[-0.809,-0.582368,0.079788],[0.0638678,0.0478469,0.996811]],[false,false]],
    ["M113Wreck",[10988.5,7807.42,263.243],[[-0.974668,-0.191221,0.116005],[0.0995034,0.0937805,0.990608]],[false,false]]
];
{
    private _object = (_x select 0) createVehicle [0,0,0];
    _object setPosASL (_x select 1);
    _object setVectorDirAndUp (_x select 2);
    _object enableSimulationGlobal ((_x select 3) select 0);
    _object allowDamage ((_x select 3) select 1);
} forEach _objects;

+ disclaimer: all this may be wrong, but it works for me.

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My intent is to create a custom Bandit mission with objects placed were i want them.

My problem is i can not see any way to get the Relative Pos.

Edited by [AI] Stalker

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1. Load editor with M3Editor - 3DEN

Step to load M3Eden into editor:

Download the plugin here: http://www.exilemod.com/download-all-the-files/Exile3DEN-1.0.0.zip
Now make a copy of exile in your Arma3 directory. Paste the 3den files into the exile copy folder (rename the folder to M3den). Load Arma3. Go to the "mods" section. Click "add local mod". Add the M3den folder that you created. You should now see the M3Editor menu when you load editor.

*** Assume you have this M3den mod loaded and m3editor mod loaded as the only mods? **

2. Make a mission scene   *  Done *

3. Convert objects to simple objects (found under the "Exile" menu)  - *Done*

4. Export objects relative (found under the M3Editor menu) * cant see this option at all *

5. I have made sure that DMS is importing using the function call Import from M3 - 3den script

Edited by [AI] Stalker

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1 hour ago, aussie battler said:

Thank you for your paitence.

Below are the steps i have taken so far.

1. Copied exile folder.
2. Renamed copied exile folder to m3den
3. Downloaded 3den file and extracted the @exile folder from the zip.
4. Copied the @exile folder from 3den file into the renamed m3den folder. (clicked replace everything).

Currently loaded into Default Arma Launcher are the following mods.
A: Exile Mod ( Current version in line with what is on server )
B: m3editor

No other mods are running on the server.

Currently steps 1-4 with mods A-B running , i do not have a m3editor BUTTON on the eden editor.

What step am i missing here?

 

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