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Havent worked with modules myself before much, so need to learn that stuff first.
If someone's familiar and finds a quick fix im happy to merge a PR
Try loading with Zeus enhanced to have access to the modules in zeus.
i already provided you with a way to add your custom templates, see the link in a previous comment.
i alsoinformed you that your suggestion is on the list but no promises made.
Im all for everyone being able to use the interiors but I think people dont want to have to wait to use the stuff they created using the tool. People making missions on a regular basis for their communities and did something custom, they want to use again and again, and have to wait until you update the mod to be able to use it. I think if your doing the export to upload to you. It should also make a save in the user folder so the person that made the interior can use it right away instead of waiting for when you have the time to update.
I'll keep your suggestion in mind but its not on the priority list.
I've always thought it would be a great feature to be able to use the VR Building template to make and store your own setups locally. The mod is very useful to do the quick adding of interiors but has always failed due to them always failing with updates and the selections are very few. Adding in a way to do local saving, say in your Arma User folder, then able to use the module to add it like normal would be an amazing feature to add.
I stand corrected. There is no documentation on this and i haven't had a chance to test it but this is your best bet.
https://github.com/CVO-Org/ZEIC/blob/main/README_customTemplates.md
I plan to update the mod whenever there are new contributions,but not too frequent as it might be rather disrupting for server admins. Maybe once every two weeks or so.
I only had a brief look at parts of the code, but I do not see suitable ways to include mission defined templates or alike.
I'll have a think of it how that might be possible but no promises.
@Overlord Zorn
And that's with the global simulation disabled (if the objects are added into Zeus) and a simple object being created (if the objects ain't added into Zeus) for most (all ? I didn't read the whole source code), objects. You don't wanna know how bad it could get with simulation enabled.
^ Some objects could be spawned as super-simple objects for even less performance impact, but the magic word is "some", so it wouldn't work on most and so would need manual checking.
^ And that's just which ones can be spawned as super-simple, cuz for ex, spawning the non-branded `Land_FoodSack_01_empty_brown_F` as super-simple will work just fine, but for some stupid reason it turns into into the IDAP-branded `Land_FoodSack_01_empty_brown_idap_F` as a result.
Short: Engine Limitation
Long: I tested this in Pyrgos out of curiosity. I am supprised your game did not crash. It filled over 200 Buildings, resulting in several thousend if not tens of thousends of objects being placed.
Just in case, *thats a fuckton*.
Arma 3 is 12 years old and uses "Real Virtuality 4", their inhouse engine, which isnt much more then an continously upgraded engine which first released 2002 or so.