OFPEC Forum

Editors Depot - Mission Editing and Scripting => ArmA - Editing/Scripting Resources Beta Testing & Submission => Topic started by: i0n0s on 01 Sep 2008, 01:53:15

Title: RTE V (Accepted)
Post by: i0n0s on 01 Sep 2008, 01:53:15
Download (http://rte.jonasscholz.de/blog/2009/06/19/download)

Basing on RTE V3 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=63486;st=0), inspired by Low Flys 3D-Editor.

http://www.youtube.com/watch?v=ew7u0bxQvzY (http://www.youtube.com/watch?v=ew7u0bxQvzY)

Sample images using RTE:

(http://www.jonasscholz.de/gallery2/download/1070-2/Sample_Industry.jpg) (http://www.jonasscholz.de/gallery2/view/ArmA/RTE/Sample_Industry.jpg.html)(http://www.jonasscholz.de/gallery2/download/1065-2/Sample_Harbor_Scene.jpg) (http://www.jonasscholz.de/gallery2/view/ArmA/RTE/Sample_Harbor_Scene.jpg.html)
(http://www.jonasscholz.de/gallery2/download/1072-2/Sample_Market_Raid.jpg) (http://www.jonasscholz.de/gallery2/view/ArmA/RTE/Sample_Market_Raid.jpg.html)(http://www.jonasscholz.de/gallery2/download/1074-2/Sample_Scrap_yard.jpg) (http://www.jonasscholz.de/gallery2/view/ArmA/RTE/Sample_Scrap_yard.jpg.html)

New features in RTEV:

http://www.youtube.com/watch?v=gSCRhSOK3-0 (http://www.youtube.com/watch?v=gSCRhSOK3-0)

Videos about the RTE:

Real Time Editor Promovideo (http://www.youtube.com/watch?v=cQdMweNFPRM&fmt=18)
Tutorial: Quickstart (http://www.youtube.com/watch?v=hQAOiO6Mj-4&fmt=18)
Tutorial: Behaviour (http://de.youtube.com/watch?v=Gj5Jhh-9bqQ&fmt=18)
Tutorial: Export (http://www.youtube.com/watch?v=VnwR5pSdUiM&fmt=18)
Time Control (http://www.youtube.com/watch?v=5umBpN8x7H8&fmt=18)
Fun with the RTE (http://www.youtube.com/watch?v=wsrTev3Te7A&fmt=18)

Used scripts:
Manual: (for revision 4.3)

http://rte.jonasscholz.de/manual (http://rte.jonasscholz.de/manual)

Download (http://rte.jonasscholz.de/blog/2009/06/19/download)

Required addons:

Extended Eventhandler (http://forums.bistudio.com/showthread.php?t=64933) >= 1.9

Optional addons:

ArmALib (http://www.kegetys.net/arma/)

Thanks to:

All creators of RTE V3, FABfm, HulkingUnicorn, kju, loki, Matt Rochelle, Old Bear, savedbygrace, Sickboy, Spooner, trooper_ryan, wipman

Changelog:

Version 5: * requires ArmALib or RTE Capture

Revision 3: Revision 2:Revision 1:
Download (http://rte.jonasscholz.de/blog/2009/06/19/download)
Title: Re: RTE v4 Rev 3 - OFPEC Beta (DO NOT SUBMIT)
Post by: loki72 on 01 Sep 2008, 02:06:46
i have been beta testing this for a while now... it just gets better and better.
Title: Re: RTE v4 Rev 3 - OFPEC Beta (DO NOT SUBMIT)
Post by: epsilonsun on 05 Sep 2008, 06:54:13
Wonderfull works!

Try it soon!
Title: Re: RTE v4 Rev 3 - OFPEC Beta (DO NOT SUBMIT)
Post by: i0n0s on 15 Sep 2008, 00:55:58
*Updated version*
Last version before official revision 3 release!

Lot of bugfixes :D

Test out the first person camera (press H)!

And another thing: I had over 60 downloads, but only one feedback. I hope this will change with this release since it is the final one. And the only reason I have a 'public' beta was that I require some feedback on some new content...  ???

Link in the first post.
Title: Re: RTE v4 Rev 3 - OFPEC Beta (DO NOT SUBMIT)
Post by: loki72 on 20 Sep 2008, 20:57:47
spent a bunch more time with this. i am finally getting used to the controls. i also just found out that i can export straight to my mission.sqm.

WOW.. what took me 2 hrs to build with SetPos.. i just did in 7 minutes.

it is a shame that no others have taking the time to use this impressive set of scripts... i guess nobody wants to have the editor in game... :dunno:

Title: Re: RTE v4 Rev 3 - OFPEC Beta (DO NOT SUBMIT)
Post by: Manzilla on 21 Sep 2008, 03:18:02
I'm just not sure how to use this new version. I didn't see anything about installation in the .txt file. I'm just wonder what to do with the RTE Capture folder.
Title: Re: RTE v4 Rev 3 - OFPEC Beta (DO NOT SUBMIT)
Post by: i0n0s on 21 Sep 2008, 03:59:31
The RTE Capture folder can but where ever you like. RTE Capture is just required when exporting the data out of ArmA. And at that point it is only required that ArmA is running, the folder of RTE Capture doesn't matter at all.

But your right, there is no word about what to do exactly with it.
Title: Re: RTE v4 Rev 3 - OFPEC Beta (DO NOT SUBMIT)
Post by: Manzilla on 21 Sep 2008, 06:17:53
Thanks for the info.
Title: Re: RTE v4 Rev 3 - OFPEC Beta (DO NOT SUBMIT)
Post by: seba on 29 Sep 2008, 14:52:40
hello sorry for my English is mediocre but t it possible that the player can select as human be part of the simulation as in the Prior version.
because when I create a enemi to my character that seems not to see thank you
Title: Re: RTE v4 Rev 3 (Ready)
Post by: i0n0s on 29 Sep 2008, 20:17:03
Hi,
have a unit from each side placed on the map to solve that problem.
Title: Re: RTE v4 Rev 3 (Ready)
Post by: desrat on 01 Oct 2008, 22:46:10
I get some error about broken eventhandlers whenever I try to use this, it doesnt break as such but does error everytime
Title: Re: RTE v4 Rev 3 (Ready)
Post by: i0n0s on 02 Oct 2008, 01:50:05
Then you should think yourself why it makes that error.
I know why I implemented that warning, so please check if you are using Extended Eventhandlers 1.9 and if you have any addons which breaks Extended Eventhandlers. Because obvious they failed to init the RTE.
Title: Re: RTE v4 Rev 3 (Ready)
Post by: i0n0s on 19 Jan 2009, 22:20:48
I'm currently looking for people who want to participate on testing and providing feedback on the next version of the RTE.
If you are active using the RTE, then you are a perfect candidate. Just contact me via the following e-mail address to get a member of the testing crew:
Code: [Select]
Player groupChat "test" + toString([3 * 3 * 11 + 2, 11^2 - 7, 2^6]) + 'rte' + toString([23*2]) + "jonasschol" + toString([11 * 11 + 1, 46, 10^2, 10^2 + 1]);
(http://s5b.directupload.net/images/090119/temp/9ixv553q.png) (http://s5b.directupload.net/file/d/1679/9ixv553q_png.htm)

Hint: Execute the code within ArmA ;)
Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: kju on 08 Feb 2009, 11:57:03
To me this seems one of the most impressive project of A1.  :good:

Yet there isn't much feedback (questions or suggestions) by people.  ???

I am wondering why that is the case. Myself not doing mission building,
I don't have the need for it - yet what for all the others?  :scratch:
Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: hoz on 08 Feb 2009, 17:59:41
It is an impressive project,I haven't downloaded recent versions but I played with the first couple versions. THe way I see it this is tool is for generating battles quickly on the fly. And for the most part people who come to OFPEC enjoy the art of creating missions with cut scenes, voices, intricate solutions, with all the bells and whistles.

Perhaps I'm missing something but the description isn't all that descriptive. Sure its a real time editor which uses all these great scripts but how will it help the mission maker? Are you able to save your mission? Is this tool a good starting point for starting mission building? Is this going to make a mission makers life easier? How?  All this might be evident if you try it out. I guess I should give it another go. :D
Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: Mandoble on 08 Feb 2009, 20:48:47
Yes, you can export templates and objects, while this depends on an external exe (ArmARTECapture.exe). The exported data that can be "initialized" in the init.sqf of the mission or merged in the .sqm file.
Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: kju on 09 Feb 2009, 19:59:51
So in other words you can build missions in 3D and save the result.

With simple addition to init.sqf (or more advanced) you can integrate that
very easily in your mission.
Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: twisted on 09 Feb 2009, 20:17:37
To me this seems one of the most impressive project of A1.  :good:

Yet there isn't much feedback (questions or suggestions) by people.  ???

I am wondering why that is the case. Myself not doing mission building,
I don't have the need for it - yet what for all the others?  :scratch:

Very simple, i do not know how to transfer the result after hours of work to a map that i can then edit in the normal way. If i could do so or find out how to do so then i would use this much more.
Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: i0n0s on 09 Feb 2009, 22:08:12
Take a look at: http://www.youtube.com/watch?v=VnwR5pSdUiM (http://www.youtube.com/watch?v=VnwR5pSdUiM)
If this doesn't answer the question, then please ask it here in detail.
Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: twisted on 16 Feb 2009, 04:02:45
this is a great tool and the video very clear. thanks. but every time i start the ret capture arma crashes. am using windows 7 beta so that may be the problem?
Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: i0n0s on 16 Feb 2009, 10:16:04
Yes, that could be a problem.
Just starting RTE Capture or "Activate monitoring" crashes ArmA?
Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: twisted on 17 Feb 2009, 02:09:19
both.

if i am running arma and then start the capture program arma hangs.

if i am running rtecapture and start active monitoring then start arma i get a cant load hook message.

if i am running rte capture and start arma and then start active monitoring arma hangs.

option 2 came the closest to working. i may reinstall xp this week and give it another go. are there any error logs i can send?

by the way really enjoy your progams capabilities! fantastic control.
Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: i0n0s on 17 Feb 2009, 02:45:00
There aren't any error logs, at least none written to disk.

First shouldn't happen since I only check for ArmA after pressing the "activate monitoring" button. So it is extremely strange.
Second is clear since ArmA has to be loaded before pressing the button.
Third method should work.

Do you know how the security in Windows is set? That could be a reason.
I would need to test it myself. Anyone knows a way to install ArmA from a USB device? ;)

Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: hoz on 17 Feb 2009, 05:22:42
Quote
Anyone knows a way to install ArmA from a USB device?
well I did this one time for ofp, I copied the install to usb and then exported the registry key for ofp and then imported it on the new machine.
Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: i0n0s on 12 Mar 2009, 13:20:38
Finally: The beta release of RTEV, the next version of the Real Time Editor.

This version requires ArmALib (http://www.kegetys.net/arma/)

Major changes:

RTE Capture got also reworked. It now supports multiple profiles and comes with an updater.

Download:
http://rte.jonasscholz.de/download (http://rte.jonasscholz.de/download)

This version requires ArmALib (http://www.kegetys.net/arma/)

You can report bugs and request features here: http://rte.jonasscholz.de/bugs (http://rte.jonasscholz.de/bugs)

Installation:
On the first run RTE Capture will check for the presence of RTE and will run an update to the latest version.

Your feedback will determine how the future of the RTE will look like!
Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: twisted on 17 Mar 2009, 16:47:44
feedback after using the latest version for a few days.

overall intuitive and a excellent experience. well done. this is what arma should have had.

a few suggestions of things that i kept looking for..

right click context menu. this would be so damn useful. for example right click on a unit offers options that would otherwise be a couple of clicks away.

stop the height wiggle. after a camera certain height it would be nice if the camera angle stayed the same angle/orientation when scrolling over the landscape. right now it's like riding on the ground even though its 200m up.

a fit to height function for placing soldiers on buildings instead of the hold ctrl and scroll like mad. concept is select soldier that you want on building then hit a key (h for height perhaps) then click on roof building and the unit is moved to that height immediately.

an easy way to import units on the map into RTE.

custom groups enabled - i like ACE groups but cant get em in RTE.

ability to drop weapons on units/vehicles/ammo crates to populate them.

ability to drop units into vehicles with a popup showing availble positions.

waypoints, markers, triggers visible in 3d map (from bis forum comment)

make selecting waypoints etc easier.

an export all button.

a generate sqm button. it took me a while to figure out that all the sqm was - was in fact a saved mission from the editor. i am away from my arma pc so i think it was the sqm.

more advanced play, pause and rewind abilities (RTE allows the rewind on unit placement. possible to extend this to recording the actual units in action? of course a massive job but could result in the After Action Review module)

will post more later... great addon this.


Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: i0n0s on 17 Mar 2009, 17:59:11
right click context menu. this would be so damn useful. for example right click on a unit offers options that would otherwise be a couple of clicks away.
That's a wish of mine too. I will implement this.

a fit to height function for placing soldiers on buildings instead of the hold ctrl and scroll like mad. concept is select soldier that you want on building then hit a key (h for height perhaps) then click on roof building and the unit is moved to that height immediately.
Sadly not so easy to implement. But I promised to Loki to implement this, so I will work on it.

custom groups enabled - i like ACE groups but cant get em in RTE.
*censored* Why does ACE have to use custom sides... I'll take a look.

waypoints, markers, triggers visible in 3d map (from bis forum comment)
->attachment ;)

make selecting waypoints etc easier.
Can you be more in detail? What is not so easy to when selecting a waypoint? How should I change it, etc...

more advanced play, pause and rewind abilities (RTE allows the rewind on unit placement. possible to extend this to recording the actual units in action? of course a massive job but could result in the After Action Review module)
I could fake it by making a snap of the units every x seconds, but won't be fluid. And I will get problems with units entering vehicles.

Would you mind creating bug reports/feature requests in my bugtracker (http://rte.jonasscholz.de/bugs)? This would allow me to have an easy overview and allows you to check my progress ;)
Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: twisted on 19 Mar 2009, 18:02:39
great. have signed up there. but as to what makes waypoints etc so hard to select - the limited zoom in to ground level is the big culprit.
Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: i0n0s on 19 Mar 2009, 18:28:59
Sadly no changeable. The map is limited in zoom level and I haven't found a way to increase the zoom level :(
Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: NightJay0044 on 24 Mar 2009, 23:59:41
One word "Awesome"...man I'm still at aww on this.. :scratch: 

ok one thing, I got it to run, when you preview your mission, hit Esc and hit real time editor or by trigger whichever..

After inserting all your units, how the "heck" do you save them into your real mission in the editor? It doesn't telll you how to save in the manual, or atleast that I didn't see.

because I don't want to go through all that work and have nothing saved...

Also one thing I noticed.hmmm, when you have already created a mission "without" the real time editor, it doesn't recognize that progress, you can't highlight any uints or nothing, which I thought was kind of a downfall for RTE. 

Because I already had missions started before using RTE and I tried to use the RTE with the mission I made before and couldn't work with any units I created.

So with those things mentioned, how do I get around it?

Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: Knight Trane on 25 Mar 2009, 21:38:30
iOnOs,

This is freaking cool!
Got a couple of questions though. 

1.  Do I need to be running RTE to play the mission?  If not, I can't see how to save my work as a stand alone sqf file.  I'd rather not merge it with the sqm. 

2.  I saved my project and manually put in the init field of all the objects
Code: [Select]
this setVectorUp [0,0,1];When I left and came back.  I loaded my project and all the objects' init fields were blank.  The objects were all askew.

Thanks,
KT
Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: i0n0s on 27 Mar 2009, 12:01:00
@Nightjay:
http://rte.jonasscholz.de/manual#How_to_export (http://rte.jonasscholz.de/manual#How_to_export)
And the following section. There is also a Youtube video:
http://www.youtube.com/watch?v=VnwR5pSdUiM (http://www.youtube.com/watch?v=VnwR5pSdUiM)

The progress made without RTe can't get imported now, but it is on the feature request list. But this will add only the groups, but no trigger, waypoints and marker (since I can't detect them).

@Knight Trane:
When using the SQF script, the RTE has to be installed at least on the server (and someone has to press play  :whistle:). There was a script which allowed the SQF to run without RTE, but I haven't updated the script yet.
The easiest solution at the time would be to to merge with SQM, but this would be static and no dynamic creation.
I think I will just update the required script.

About the setVectorUp: You haven't saved after using the setVectorUp? You need to save every time you changed something.
Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: Knight Trane on 27 Mar 2009, 16:18:49
Thanks iOnOs,

I realize this is still beta and look forward to the finish product.

As far as the "setVectorUp",  I saw in the settings there was a option for "setVectorUp On or Off".  I haven't tried it yet and on my current project I need the placement in sqf.  I'll try it next time. 

Thanks for the effort,

KT
Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: i0n0s on 28 Mar 2009, 03:05:02
When using the "setVectorUp", "this setVectorUp [0,0,1]" will be added to every created object, so that they doesn't align with the ground any more.

And finally I've added the 3D-Markers! (-> attachment ;) )
RTE Capture should run the update automaticly.

Thanks to Deano for the help with the models!
Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: kju on 28 Mar 2009, 06:59:22
Super.  :good:

This will be very helpful.  :)
Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: i0n0s on 01 Apr 2009, 03:06:18
custom groups enabled - i like ACE groups but cant get em in RTE.
*censored* Why does ACE have to use custom sides... I'll take a look.
Should be solved in "349:374". And should be universal enough even if A.C.E. starts to change their names ;)

Available as usual via auto updater.
Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: kju on 01 Apr 2009, 05:42:21
If you only load RTE capture, it says version 0.99.
Possible/useful to keep the version numbers consistent?
Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: i0n0s on 01 Apr 2009, 12:58:01
0.99 is the version number of RTE_Capture.
To view the version number of RTE, start the RTE, get in the options menu (F10), and you can find it under "special".
Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: kju on 01 Apr 2009, 14:26:46
Yes. This is not what I said. ;)

I suggested to let both have the same version number.

So again in other words, does it make sense to update both for each update and
keep the version number the same for both?
Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: i0n0s on 24 Apr 2009, 14:42:02
Stay a while and listen... *err*
Now to the news :D

The revision count has increased and some important things have changed:
Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: kju on 24 Apr 2009, 16:29:40
Congratz i0n0s  :good:

The RMB is quite useful - it is a good idea to have screenshots
showing the features this way!

I think your post is not for everyone clear thought.

RTE was updated once again - as it has an excellent in built updater
system, i0n0s did not post a link to a patch/new version.   :)
Title: Re: RTE v4 Rev 3 (ACCEPTED)
Post by: i0n0s on 28 Apr 2009, 04:22:31
...
1.  Do I need to be running RTE to play the mission?  If not, I can't see how to save my work as a stand alone sqf file.  I'd rather not merge it with the sqm. 
...
Took a while and is untested  :whistle:

But should work. Just run the attached SQF file as first file in your mission. Afterward you should be able to run the generates scripts and build the units without the RTE.
Title: Re: RTE V (Accepted)
Post by: i0n0s on 28 Jun 2009, 04:06:03
Response to VBS2 Real Time Editor:

http://www.youtube.com/watch?v=ew7u0bxQvzY (http://www.youtube.com/watch?v=ew7u0bxQvzY)

New features in RTEV:

http://www.youtube.com/watch?v=gSCRhSOK3-0 (http://www.youtube.com/watch?v=gSCRhSOK3-0)

Changelog:

Version 5:
* requires ArmALib or RTE Capture

Used scripts:
Required addons:

Extended Eventhandler (http://forums.bistudio.com/showthread.php?t=64933) >= 1.9

Optional addons:

ArmALib (http://www.kegetys.net/arma/)

Thanks to:

All creators of RTE V3, FABfm, HulkingUnicorn, kju, loki, Matt Rochelle, Old Bear, savedbygrace, Sickboy, Spooner, trooper_ryan, wipman

Download (http://rte.jonasscholz.de/blog/2009/06/19/download)

Blog about the RTE:
http://rte.jonasscholz.de/blog (http://rte.jonasscholz.de/blog)
Title: Re: RTE V (Accepted)
Post by: kju on 28 Jun 2009, 06:51:17
Beautiful work.  :clap:

Make sure to check the YT videos and the blog!
Great stuff to see.  :good:

* New to ArmA 2: Dialogues
* New to ArmA 2: (ui)Namespace

Hope the transition to A2 goes well. So much potential for all the new mission editing people.  :)
Title: Re: RTE V (Accepted)
Post by: Spooner on 28 Jun 2009, 18:57:52
Shouldn't need UNN_WideScreenDetect or SPON_LOS in A2 should you? Might as well take us off the credits list if you've removed those two workaround scripts...
Title: Re: RTE V (Accepted)
Post by: kju on 28 Jun 2009, 19:46:15
This is still A1 Spooner.  ;)