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SandMan13

Need help inserting buildings

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So I want to insert some buildings into the map for ARMA II. I'm using this to find names of buildings and what not.

http://www.armatechsquad.com/ArmA2Class151656165165341654165165165165f/index.php

How would I go about adding them into the mission editor? Also would it be the same if I wanted to add compositions (under objects)?

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I`m not sure if there is an editorupdate addon which makes the buildings avaiable in the editor.. but you can place e.g. an Helicopter H an replace it in texteditor with the name of the building (e.g. Land_HouseV_1I4)...

:rolleyes:

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alright i'll try that. thanks

what am I supposed to be putting in the text? like this="landhouse etc.."?

Edited by SandMan13

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The way I'm using it to place objects like that on my mission is as follows:

Castle.sqf

if(isServer)then{
// Castle
_castle = "Land_A_Castle_Bergfrit" createVehicle (position castle);

// Stairs
_stairs = "Land_A_Castle_Stairs_A" createVehicle (position stairs);

// Walls
_castlewall = "Land_A_Castle_Wall2_30" createVehicle (position castlewall);
_castlewall2 = "Land_A_Castle_Wall2_End" createVehicle (position castlewall2);
};

With a Game logic named castle, stairs, castlewall, castlewall2 in the map to tell it where I want them.

I just don't know how to rotate them. >_<

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Shouldn't that be used in conjunction with modelToWorld? And I can't belive that there isn't a way to set the azimut of an object ... :)

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Ooh, I do have this that might be useful for you.

; *****************************************************
; ** replace_object.sqs
; ** by JohnnyBoy
; **
; ** Replace one object with another object.  Used to place
; ** EditorUpdate objects without having to include the Editor Addon
; ** in your mission.
; **
; ** example call:  
; **     [this, "Camera1", "cam1"] exec "replace_object.sqs";
; **
; ** Parameter 1: Object to replace.  I like barrel objects as place holders.
; ** Parameter 2: Object Type of object of new object to create.
; ** Parameter 3: Object name of new object, so you can reference this object
; **              in your other scripts.  Place your desired name in this variable
; **              instead of naming the placeholder object you placed in the editor.
; *****************************************************

_obj_to_replace = _this select 0;
_obj_to_create  = _this select 1; 
_obj_name       = _this select 2;

; To prevent an object being created per client, exit if object is not local.
? !local _obj_to_replace:exit 
call compile format ["%1 = ""%2"" createvehicle [0,0,0]", _obj_name, _obj_to_create];

_pos = getpos _obj_to_replace; 
_dir = getdir _obj_to_replace;
deletevehicle _obj_to_replace; 

call compile format ["%1 setpos %2", _obj_name, _pos]
call compile format ["%1 setdir %2", _obj_name, _dir]
exit;

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