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faguss

Set-Pos-In-Game2

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I'll be working on the new version of the SPIG script somewhere around soon. I'm open to requests.

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Good to hear that.

My biggest and only request:

- Being able to setpos classes of objects and not existing objects. Meaning that ideally you should be able to say "I want a sandbag here" and SPIG should be able to record the sandbag class and position and then spawning one when requested.

That would make your addon definitely usable for most of my missions. Being restricted to objects already placed in the editor and having to name every one of them myself was the only thing that made me not to use this tool that much.

That's pretty much it. I don't think you can fine tune the controls further, as they seem to use all the existing capabilities of both OFP and FWATCH.

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Meaning that ideally you should be able to say "I want a sandbag here" and SPIG should be able to record the sandbag class and position and then spawning one when requested.

You can do that already with

menu and afterwards
to the mission.

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Great. Somehow I didn't noticed that feature.

I will check it out later.

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I've finally had the time to try this for good. I also created databases for NOCH HESCO bastions and bunkers (included in WW4), so I'll send them to you later.

If you're still open to requests, here's some:

- "Replace object" button. It would allow you to replace an already placed object with another one from the databases (like Insert Object). Ideally, you could batch replace several objects at once by grouping them first. Right now, if you decide to use another object instead you have to delete the existing one, select another and place it again in the same spot with the same orientation.

- Being able to load the objects relative to given coordinates. Right now there's no easy way (that I know of) to say "I want a COP here with this orientation", "here" being wherever I want. You have to place them in a relative position to the final one or pinpoint coordinates when creating it. This will allow its use in dynamic missions.

- The ability to merge two templates. This would come particularly handy for LEGO like constructions, where it'd be better to create sections separately to be merged later.

- A despawn script. I guess I could create it myself, but you're the one with a deep knowledge about how all this works, and it'll come handy to have it done officially. This is essential to be able to use all this in dynamic missions. Also, entire islands could be populated with grass by spawning and despawning grass templates created with this tool. There's a lot of possibilities.

As you can see, my main theme here is dynamic missions. I'm currently considering updating Drongo's CCE to v3 (a total rewrite of the engine), and this tool would come extremely handy if those features would be added.

--

EDIT1:

It seems I've found a bug.

After pressing 4 (numeric pad) to rotate the camera it started to loop into that direction. Now it does that whenever I use set-pos-in-game. Restarting both FWATCH and the game doesn't seem to solve it, so I guess some setting has been corrupted. The only solution so far is to use manual camera instead.

BTW, I was using the numeric pad to rotate without problems until all this happened. I remember some kind of stutter when pressing 4, just before all this continuous rotation started.

--

EDIT2:

Well, disregard that. I tabbed back to OFP after writing that and the issue disappeared. I guess somehow the glitchy 4 press created a batch of dozens of keypresses and set-pos-in-game had to do every single of them for some reason. But it seems that it executed all of them while I was editing this post. Weird, in any case.

Edited by kenoxite

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replace several objects at once by grouping them first

Replace all of them to the one same class?

Being able to load the objects relative to given coordinates. Right now there's no easy way (that I know of) to say "I want a COP here with this orientation", "here" being wherever I want. You have to place them in a relative position to the final one or pinpoint coordinates when creating it. This will allow its use in dynamic missions.

Ok, will do. For now you can do things manually:

[color="#808080"]"r.txt"[/color] [color="#0000ff"]exec[/color] [color="#808080"]"SPIG_Load.sqs"[/color]
[b][color="#800000"]#Loop[/color][/b]
[b][color="#004080"]~[/color][/b][color="#ff8040"]0.1[/color]
spig1obj [color="#0000ff"]setPos[/color] [b][color="#004080"][([/color][/b][color="#0000ff"]getPos[/color] [i][color="#004080"]player[/color][/i] [color="#0000ff"]select[/color] [color="#ff8040"]0[/color])+[color="#ff8040"]10[/color][b][color="#004080"]*([/color][/b][color="#0000ff"]sin getdir[/color] [i][color="#004080"]player[/color][/i]), [b][color="#004080"]([/color][/b][color="#0000ff"]getpos[/color] [i][color="#004080"]player[/color][/i] [color="#0000ff"]select[/color] [color="#ff8040"]1[/color])+[color="#ff8040"]10[/color][b][color="#004080"]*([/color][/b][color="#0000ff"]cos getdir[/color] [i][color="#004080"]player[/color][/i]), [color="#ff8040"]0[/color][b][color="#004080"]][/color][/b]
spig1obj [color="#0000ff"]setDir[/color] [b][color="#004080"]([/color][/b][color="#0000ff"]getDir[/color] [i][color="#004080"]player[/color][/i] + [color="#ff8040"]0[/color][b][color="#004080"])[/color][/b]
[b][color="#004080"][[/color][/b][color="#808080"]"r.txt"[/color],[color="#ff8040"]0.01[/color][b][color="#004080"]][/color][/b] [color="#0000ff"]exec[/color] [color="#808080"]"SPIG_Load.sqs"[/color]
@[b][color="#004080"]![/color][/b]SPIG_LOADING
[b][color="#800000"]goto[/color][/b] [color="#808080"]"Loop"[/color]

After pressing 4 (numeric pad) to rotate the camera it started to loop into that direction. Now it does that whenever I use set-pos-in-game. Restarting both FWATCH and the game doesn't seem to solve it, so I guess some setting has been corrupted. The only solution so far is to use manual camera instead.

This is a Windows input issue. When you mash numpad keys they can get locked (as if they are held all the time). Pressing the key that is locked solves the problem. However, identifying it might not be easy because numpad changes with SHIFT (e.g. SHIFT+Num7 returns HOME).

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Yes replace them all to the same class.

I guess that's why most people will want to use that option anyway. Particularly useful to change the type of wall or fence with a simple click. Another option would be to have a checkbox that, when checked, would replace all the objects of the same class as the selected one.

Thanks for the code snippet and for considering my requests.

Also, good to know the cause of the weird behavior. I'll try to have that in mind from now on.

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I thought I would give some info about project status.

I worked a bit on SPIG2 mid-2013 (I have a working prototype). Then I moved to Fwatch 1.12 because I needed new commands, later to 1.13. Situation changed a bit now that I have

and 3D Mission Editor is a real possibility. So I maybe I'll do 3DME instead? Or both? Or none. Not sure. Fwatch 1.13 and AddonTester mod are my priorities right now. Edited by Faguss
typo

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