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  1. Okay! So I have been searching for days now and have not come up with an answer. I am trying to edit the Tanoa map and items that come with the map do not show up, however when I save and load it into the server it shows what I added and what was included in the original map. i.e. I load the exile.Tanoa into my local PC and in editor. I Only see the base map with Icons. NO traders or signs. I add a trader and sign, and save the scenario. When loaded back into the server it will show both the new and old trader. I want to be able to co edit old and new objects / NPC's at the same time. My setup is as follows. Windows Server 2019 with 32 GB of ram and two Xeon quad cores. Gigabit connections throughout. In my room I remote into the server to run the Exile server. I edit the files on my main PC then send them over network to the server. On my PC I have Exile 3den plugin and M3editor loaded in when in editor. I need help. I want to be able to see and delete the old traders while also looking at the new ones.
  2. maca134

    M3Editor - 3DEN Edition

    So, I got around to making 3DEN easier to use for adding crap to the map and getting the output as SQF. (It will export objects, traders and relative positions). THE OBJECT OUTPUT ARRAY IS NOT HE SAME FORMAT. YOU HAVE TO COPY-PASTE ALL THE SQF OUTPUT AND NOT JUST COMBINE ARRAYS FROM OLDER VERSIONS OF M3E. Download will be on A3Launcher. Github: https://github.com/maca134/m3e_3den Tutorials: By @[TiC] ucjohn
  3. This is (i think) the best way to include custom objects and Buildings in ur map. In default the Simulation is disabled but u can enabled it for defined objects like lights. full supportet m3editor (v 1,3B) ws_objects version 1,0 Beta How to: 1 download -the source here https://github.com/Warsheep-GER/ws_objects 2 open ws_objects/objects/fn_customx.sqf paste ur objects in the example code 2.2 Simulated objects u see some examples in _simulated array 3 open ws_objects/fn_cfg.sqf enable ws_customx = 1; 4.creat pbo ws_objects and copy it to ur exile serveraddons 5.restart the server and be happy Todo: -Moved the Simulated/billboard objects to the config. -Recode the Main spawncode so thats not spawn all. Just with distance 2000 or so. - add setVectorDirAndUp to the spawning objeCts (done) - Little tutorial for add more customx.sqf (done) Known Bugs -SetVectorDirAndUp not Supportet (fixed in next version) Changelog for ws_objects v1.3 Beta by Warsheep(GER)(SOON) -billboards supportet now with custom image -added newobjects folder with all needed files for setting up more then the 3 custom files(tutorial) -changed the createVehicle code for supporting setVectorDirAndUp v1.0 Beta by Warsheep(GER) -Started this serverside addon -what should i write ? u see the code
  4. { _dir = getdir _x; _object setVariable ['M3E_dir', _dir, true]; _object setVariable ['M3E_pitch', 0, true]; _object setVariable ['M3E_bank', 0, true]; _object setVariable ['M3E_followterrain', false, true]; _object setVariable ['M3E_position', position _x, true]; M3E_insertedObjects pushBack _x; } forEach allMissionObjects "All"; call M3E_fnc_loadSpawnedList; Enjoy, Saved tons of time
  5. Ok, I know, I am asking too much at this point, 3rd post in 3 days... Start a server they said, it will be easy they said, it totally won't make you want to blow your brains out they said! Short story: My objects are not placing on the server at the same spot as they are in the editor, despite having the same coords in both places. This is another odd issue. We have the server working and I spent about 2 days familiarizing myself with the EDEN editor and building my first trade post. I used m3editor to export the object creation/coords and posted this in the initserver file. An example of it is below. private _objects = [ ["Land_PierWooden_02_16m_F",[9760.46,6375.51,0],[[-0.656375,-0.754435,0],[0,0,1]],[false,false]], ["Land_PierWooden_02_16m_F",[9750.03,6363.55,0],[[-0.656375,-0.754435,0],[0,0,1]],[false,false]], ["Land_PierWooden_02_barrel_F",[9768.5,6384.7,-0.0156841],[[0.663025,0.748597,0],[0,0,1]],[false,false]], ["Land_PierWooden_02_ladder_F",[9749.54,6356.69,0],[[0.676799,0.736168,0],[0,0,1]],[false,false]], ["Land_PierWooden_02_hut_F",[9744.09,6353.86,0],[[0.671325,0.741163,0],[0,0,1]],[false,false]], ["Land_PoleWall_01_6m_F",[9764.01,6381.57,2.40334],[[0.752256,-0.658871,0],[0,0,1]],[false,false]], ["Land_PoleWall_01_6m_F",[9760.05,6377.07,2.40334],[[0.752256,-0.658871,0],[0,0,1]],[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; This code created my pier and placed all the objects; however, when we launched the server the actual pier was not placed in the correct position as it showed in my editor. It moved the pier about 2m to the side and left the fence where it should be but lowered it by about .2m. Also, a sign I had placed was rotated into a building and my gas pumps were floating in the air and not on the actual platform I had them on. Any Ideas?
  6. I've been doing some map editing for my Tanoa server but have run into some roadblocks. I'm hoping to get steered in the right direction. What I was originally doing was importing the mission.sqm into Eden/M3Editor and placing buildings, copying and moving non-construction/safe zones, saving that file as mutiplayer and wrapping it back up into the .pbo. That's nice because I can see the objects as I manipulate the markers. The list of entities gets pretty long though. I had downloaded someone else's trader addition which consisted of adding include lines in the initPlayerLocal.sqf & initServer.sqf files pointing them to respective files in another folder. This seems like a nice way of compartmentalizing but I can't figure out how to generate the sqf's in Eden (they have the "Created with Exile Mod 3DEN Plugin" header). Tonight I made a trader in Eden and exported the objects, took that code, and pasted it into my mission.sqf and was stoked when everything loaded in... until I realized that everything was rotated in the wrong direction. I assume that Eden's rotation coordinates don't translate to the mission.sqf. So what is the best way to go about this? I'm not a coder and want a way that will allow me to easily differentiate the areas I'm creating. In the initServer.sqf I just ///commented the beginning and end of the objects and that would be fine. I keep finding partial information and introduction videos to several tools but nothing that really addresses these questions.
  7. Ok so I built a custom trader base on Altis, all simple objects show up perfectly. Map markers and safe zones all good. But cannot see what i did wrong that the traders themselves arent showing/spawning. Will post Initplayerlocal below. My additions at the end. Please take a look. Thanks
  8. Hi there, I installed M3Editor, plus this other mod mentioned in the forums. fired up the editor, started editing. and : oh yeah got it into the map. excitement. Now.. wanted more. Unpacked the mission pbo again. put the files / folders in my editor directory. loaded the mission files.. nothing. nada. where are my changes ? all the sweet stuff I put in is gone. What am I missing ? thanks in advance another strange thing: the stuff shows up in the M3Editor, but not in the editor from arma3.... also when i chose to play the scenario in the editor, the stuff is there..
  9. THE_H4DES

    Multiple doors in buildings

    Hello folks, i experience an issue with the m3ditor. If i place an object (airport building / shed / barrack etc.) there a multiple doors, instead of one. Does anybody know, how i can fix this issue? Thanks in advance,
  10. Ninja_Dog81

    M3Editor / MCC Editor / Map Customisation

    Hello all, I have been scouring the forum and YouTube for info on how to properly set up M3Editor and then create sqf bases and to change the layout of the default Altis map. My intention is to port to another map and create missions, bases, new trader layout etc but I simply can't get around this map editor. I am quite used to doing it old school but apparently this is a better method, keeping the size of the mission.sqm down. If someone could please point me in the direction of a tut or thread that explains all this, including how to install M3editor I would be most appreciative (Most importantly, the dll's and how to unlock them). Once I have the map working with loot spawns and basic setup I will share it here. Appreciate the help, in advance, thanks!
  11. Hello, We successfully updated our servers to 0.9.6, updated the loot tables and cfgbuildings and it seems like the loot spawner (initServer.sqf) doesn't recognize our placed buildings in our custom military bases, so no loot spawns there. I tested so the loot tables are working since when I spawn something using the adminconsole (eg when i execute the following: _veh = "Land_Farm_WTower" createVehicle position player; _veh setVariable ["BIS_enableRandomization", false]; the tower I spawn correctly spawns loot from the defined loot table. Edit: FIXED Moved all clientside object spawning scripts server side.
  12. Hello, I have placed some A2 buildings with m3editor on the airfield and I have the chernarus loot table included, but it's missing some buildings, so i modified the original "CfgBuildings_Chernarus.h" and added some of those buildings, (medical tents mostly) and they dont spawn loot. I tried CUP and non-CUP classnames (eg.: MASH, CUP_A2_mash, spawns the same medical tent, IMG: http://puu.sh/ng9E6/24edc710ca.jpg, but none of them spawned loot when i added them to the buildings list) also CUP classnames never worked. Here is my cfgbuildings.chernarus.h http://pastebin.com/C3Vk2eUA land_tent_east works and has loot, but camp,MASH,MASH_EP1,CampEastC,CampEast_EP1 etc. has no loot for some reason. Am I missing something, or exile dont recognize those buildings as buildings?
  13. Hello, I have placed some A2 buildings with m3editor on the airfield and I have the chernarus loot table included, but it's missing some buildings, so i modified the original "CfgBuildings_Chernarus.h" and added some of those buildings, (medical tents mostly) and they dont spawn loot. I tried CUP and non-CUP classnames (eg.: MASH, CUP_A2_mash, spawns the same medical tent, IMG: http://puu.sh/ng9E6/24edc710ca.jpg, but none of them spawned loot when i added them to the buildings list) also CUP classnames never worked. Here is my cfgbuildings.chernarus.h http://pastebin.com/C3Vk2eUA land_tent_east works and has loot, but camp,MASH,MASH_EP1,CampEastC,CampEast_EP1 etc. has no loot for some reason. Am I missing something, or exile dont recognize those buildings as buildings?