Arma 3
Emitter 3Ditor
Feedback
Mod works as intended, but has lots of bugs. I have already re-installed the mod about five times in order to make it work. If you enter something incorrect it can crash the whole mod and you will either have to close down the game and open it again or re-install the mod.

It's hell to fiddle with the velocity part under circle sometimes. If you enter a number incorrect (eg. [9,9,,9] instead of [9,9,9] the mod cannot correct itself correctly and an evil circle of errors will begin.

Sometimes if you preview the scenario and g io back into the 3den editor the emitters will show but not actually 'play' and you will have to reload the scenario in order to see how the emitters will show up in-game.

Sometimes an error shows even before placing down any emitter object.

Other than all this, this mod is the king. You can create e-v-e-r-y-t-h-i-n-g and it's really easy to mess with otherwise. The UI is clean and it sticks to the 3den editor colours, layout etc.. I absolutely love how this mod comes with a (feels like) 900 pages of instructions as well as in-game tutorials.
< >
Showing 1-4 of 4 comments
h-  [developer] 31 Mar, 2021 @ 5:17am 
Nice how Steam doesn't notify about new topics here..:steamfacepalm:

This thing can be buggy, yes, and I have to assume that mileage may vary a lot because when I use the thing it usually works fine.

Sometimes it does something weird but can't get it to do the same thing again so it's impossible to repro and attempt to fix.

Btw, you don't have to type the numbers in the 3 element arrays, if you hover the mouse cursor over the array scrolling with mouse scroll wheel changes the first element, SHIFT + scroll changes the second and CTRL + scroll changes the third element.

Other possibility is turning off the "data validation" (which in theory should validate the input data) in the presets -> in prefs leaf check the box 'Disable data validation'.
This requires you to press enter before any entered data is "fed" into the emitter so you have time to eyeball the data to see if it's correct.

The reason why the tool "dies" when an error occurs is because the erroneous data gets saved into the tool's database which then gets corrupted. This unavoidable (thus far) because there is no way to catch errors in sqf.
Never save the edited mission when an error has occurred because then the corrupted database gets saved into the mission file.

If you can reliably reproduce any bug you can contact me on discord, pretty much the only way for me to try and figure out why something is bugging out is to do some proper trouble shooting because usually it requires exactly the correct steps to get to the bug.
Slap_Dat_LamaAss 1 Apr, 2021 @ 3:55pm 
Alright. I will once I use the mod again. - And thank you for letting me know about the Data Validation - It probably says in the instruction or something, but i'm too lazy to read it all so I started off with "Fiddle" instead of going through the tutorials
, so I am the one to blame here.

Once again - This mod is The King. The possibilities is endless.
The Ultramarine 27 Jan, 2023 @ 10:15pm 
New bugs to report! One such bug that is there with the mod is that I insert a group of emitters and get them all set and Sync them to a trigger only for it to not activate when the trigger is activated. It worked the first time then that's when the bugs started hitting.
h-  [developer] 28 Jan, 2023 @ 10:00pm 
I need a bit more information, just tested myself and had no problems.
Did find other problems though, as usual..

So, need exact steps how to reproduce the problem.
Last edited by h-; 28 Jan, 2023 @ 11:23pm
< >
Showing 1-4 of 4 comments
Per page: 1530 50