Spawning unknown items using a simple script
Spawning items in Arma 3 can be annoying if they are set to scope = 1; and are not available in the editor to place. But if you know the class name, they can be placed easily.
Use this code to spawn them. Run this in the debug console in the EDEN editor.
create3DENEntity ["Object", "Land_Communication_anchor_F", screenToWorld [0.5,0.5]]; |
This will spawn the object at the cursor location. Then just move it around as normal, just as you would with any other item.
This is a very nice Arma 3 trick, this makes it easier to make a mission, and extra objects are desired.
Use this command to get a list of all selected objects in the editor.
(get3DENSelected "object"); |
This is the output I got with the tower selected.
[78aa643580# 1781171: communication_f.p3d,790290e080# 1781172: communication_anchor_f.p3d,77bf6ed600# 1781173: communication_anchor_f.p3d,78a9014100# 1781174: communication_anchor_f.p3d,7917a7eb00# 1781175: communication_anchor_f.p3d] |
It is also possible in the EDEN editor to enable simulation for an item in the editor and have lights on for example.
Select an item in the EDEN editor and then run this in the debug console to enable simulation in the editor for that item.
get3DENSelected "object" select 0 enableSimulation true; |
This will enable simulation for all lamps in the editor that were placed in the mission.
{_x enablesimulation true} foreach ((all3DENEntities #0) select {_x iskindof "Lamps_base_F"}) |
That is a very neat editor trick and would be useful for previewing lighting in the editor itself.