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Author Topic: RTE V (Accepted)  (Read 13981 times)

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Offline Knight Trane

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #30 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
« Last Edit: 25 Mar 2009, 21:40:04 by Knight Trane »

Offline i0n0s

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #31 on: 27 Mar 2009, 12:01:00 »
@Nightjay:
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

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.
« Last Edit: 27 Mar 2009, 12:05:14 by i0n0s »

Offline Knight Trane

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #32 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

Offline i0n0s

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #33 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!

Offline kju

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #34 on: 28 Mar 2009, 06:59:22 »
Super.  :good:

This will be very helpful.  :)

Offline i0n0s

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #35 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.

Offline kju

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #36 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?

Offline i0n0s

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #37 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".

Offline kju

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #38 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?

Offline i0n0s

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #39 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:
  • ArmALib is optional and not needed. I still recommend ArmALib, but RTE Capture can also install the hook again.
    Please note that RTE Capture is still required to run in the background
  • Added a context menu. This one will open when using the right mouse button.
    If you feel something is missing within the context menu and should get changed please report here or in my bug tracker.

Offline kju

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #40 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.   :)
« Last Edit: 28 Apr 2009, 07:49:07 by kju »

Offline i0n0s

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #41 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.

Offline i0n0s

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Re: RTE V (Accepted)
« Reply #42 on: 28 Jun 2009, 04:06:03 »
Response to VBS2 Real Time Editor:

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

New features in RTEV:

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

Changelog:

Version 5:
  • Added synchronisation of waypoints and trigger
  • Added 3D objects for waypoints, trigger and marker
  • Used keys can get modified within the RTE*
  • Project administration to save current projects*
  • Added Bank & Pitch-Dialog
  • Added gear dialogue to edit cargo of objects and gear of units
* requires ArmALib or RTE Capture

Used scripts:
Required addons:

Extended Eventhandler >= 1.9

Optional addons:

ArmALib

Thanks to:

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

Download

Blog about the RTE:
http://rte.jonasscholz.de/blog
« Last Edit: 28 Jun 2009, 21:25:19 by i0n0s »

Offline kju

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Re: RTE V (Accepted)
« Reply #43 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.  :)

Offline Spooner

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Re: RTE V (Accepted)
« Reply #44 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...
[Arma 2] CBA: Community Base Addons
[Arma 1] SPON Core (including links to my other scripts)