shuko 59 Posted August 30, 2013 This is a random position generator/selector. It can choose a position from a marker area or by based on direction and distance from a position/object. 2021 update, reuploaded after billion years: https://drive.google.com/drive/folders/1XXrSZbu7nCaW2UkOVsaVbKmX0ZmfFUtg?usp=sharing Arma 2 thread Marker Based Selection Required Parameters: 0 String Area marker's name. Optional Parameters: 1 Number Water position. Default is only land positions allowed. 0 Find closest land. Search outwards 360 degrees (20 degree steps) and 20m steps. 1 Allow water positions. 2 Find only water positions. 2 Array or String One or multiple blacklist area markers which are excluded from the main marker area. 3 Array, Number, Object or Vehicle Type Force finding large enough empty position. 0 Max range from the selection position to look for empty space. Default is 200. 1 Vehicle or vehicle type to fit into an empty space. Examples: [...,[300,heli]] Array with distance and vehicle object. [...,350] Only distance given [...,(typeof heli)] Only vehicle type given [...,heli] Only vehicle object given Position Based Selection Required Parameters: 0 Object or Position Anchor point from where the relative position is calculated from. 1 Array or Number Distance from anchor. Optional Parameters: 2 Array of Number Direction from anchor. Default is random between 0 and 360. 3 Number Water position. Default is only land positions allowed. 0 Find closest land. Search outwards 360 degrees (20 degree steps) and 20m steps. 1 Allow water positions. 2 Find only water positions. 4 Array Road positions. 0 Number Road position forcing. Default is 0. 0 Do not search for road positions. 1 Find closest road position. Return the generated random position if none found. 2 Find closest road position. Return empty array if none found. 1 Number Road search range. Default is 200m. 5 Array, Number, Object or Vehicle Type Force finding large enough empty position. 0 Max range from the selection position to look for empty space. Default is 200. 1 Vehicle or vehicle type to fit into an empty space. Examples: [...,[300,heli]] Array with distance and vehicle object. [...,350] Only distance given [...,(typeof heli)] Only vehicle type given [...,heli] Only vehicle object given Usage Preprocess the file in init.sqf: call compile preprocessfile "SHK_pos\shk_pos_init.sqf"; Actually getting the position: pos = [parameters] call SHK_pos; 2 1 Share this post Link to post Share on other sites
kylania 568 Posted August 30, 2013 Yay! Love this script! Share this post Link to post Share on other sites
Guest Posted August 31, 2013 Release frontpaged on the Armaholic homepage. SHK pos [bETA] =================================================== We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
twisted 128 Posted August 31, 2013 epic! thanks very much Share this post Link to post Share on other sites
Desrat 0 Posted August 31, 2013 anyway to ensure a selected position is safe to spawn a vehicle i.e. has enough space so it won't just explode or spawn through walls etc - have to admit I haven't actually tried to use this script yet but wondered if the functionality is there (or is at least easy to add) Share this post Link to post Share on other sites
kremator 1065 Posted August 31, 2013 Another superb script mate ... nice release ty. Share this post Link to post Share on other sites
delta99 34 Posted September 1, 2013 Is this any different than your A2 version? Is it just a thread in the A3 forums a people can find it? Share this post Link to post Share on other sites
Harzach 2517 Posted September 1, 2013 Is this any different than your A2 version? Is it just a thread in the A3 forums a people can find it? They are essentially identical (I found one grammar correction in shk_pos_fnc_isblacklisted.sqf and one line break that was removed from shk_pos_init.sqf). Share this post Link to post Share on other sites
KevsNoTrev 44 Posted September 1, 2013 Is this any different than your A2 version? Is it just a thread in the A3 forums a people can find it? I was wondering the same thing (just too chicken to ask). - figured the A2 version worked pretty damn well anyway. thanks Shuko Share this post Link to post Share on other sites
shuko 59 Posted September 1, 2013 (edited) Someone asked for a test mission. So, I made an A3 test mission, and new example images to fix the syntax error. Thus, this thread is here now. ---------- Post added at 08:59 AM ---------- Previous post was at 08:56 AM ---------- anyway to ensure a selected position is safe to spawn a vehicle i.e. has enough space so it won't just explode or spawn through walls etc - have to admit I haven't actually tried to use this script yet but wondered if the functionality is there (or is at least easy to add) Unfortunately, no such feature, at the moment. However, I've used it for vehicles and at least A2 engine was quite good at placing them. Edited September 4, 2013 by Shuko Share this post Link to post Share on other sites
delta99 34 Posted September 3, 2013 Ah, great stuff Shuko especially the fix on the example images. Share this post Link to post Share on other sites
demon cleaner 1 Posted September 3, 2013 Nice one Shuko. I'm always on the lookout for your stuff. Keep it coming! Share this post Link to post Share on other sites
shuko 59 Posted September 8, 2013 Version 0.22 Changed: Water parameter now takes a number instead of a boolean. Now it's possible to force search for positions in water only. Number Water position. Default is only land positions allowed. 0 Find closest land. Search outwards 360 degrees (20 degree steps) and 20m steps. 1 Allow water positions. 2 Find only water positions. Water positions only Water positions only, from marker Share this post Link to post Share on other sites
shuko 59 Posted September 8, 2013 anyway to ensure a selected position is safe to spawn a vehicle i.e. has enough space so it won't just explode or spawn through walls etc - have to admit I haven't actually tried to use this script yet but wondered if the functionality is there (or is at least easy to add) Version 0.23 uploaded. New parameter to specify empty space requirement for a position. Position with enough space for a vehicle 3 Array, Number, Object or Vehicle Type Force finding large enough empty position. 0 Max range from the selection position to look for empty space. Default is 200. 1 Vehicle or vehicle type to fit into an empty space. Examples: [...,[300,heli]] Array with distance and vehicle object. [...,350] Only distance given [...,(typeof heli)] Only vehicle type given [...,heli] Only vehicle object given I know, it looks complicated. However, you can just give the script the vehicle you need space for. For, example: _p = [anchor,[0,200],random 360,0,[][b],heli[/b]] call SHK_pos; Disclaimer: The script uses BIS function "findEmptyPosition" and it's probably not 100% proof either. So, there could still be a chance to see exploding choppers. ;) Share this post Link to post Share on other sites
Desrat 0 Posted September 9, 2013 sweet - thx for the update.. Share this post Link to post Share on other sites
grillob3 11 Posted September 10, 2013 (edited) Can i use this script to randomly place eos markers?How do i do that? Thanks. Edited September 10, 2013 by Grillob3 Share this post Link to post Share on other sites
Guest Posted September 10, 2013 Release frontpaged on the Armaholic homepage. SHK pos [bETA] v0.23 =================================================== We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
twisted 128 Posted September 10, 2013 Adding the ability to check for min empty space makes this script so crazy useful i cant express. thank you v much! Share this post Link to post Share on other sites
shuko 59 Posted September 10, 2013 Can i use this script to randomly place eos markers?How do i do that?Thanks. This is just an example. Make your own adjustments. It's just to show the idea how to do it. init.sqf call compile preprocessfile "SHK_pos\shk_pos_init.sqf"; _pos1 = [anyObjectPlacedInEditor,300] call SHK_pos; _markerName1 = createMarker ["markerName1",_pos1]; _markerName1 setMarkerShape "Ellipse"; _markerName1 setmarkerSize [100,100]; _markerName1 setMarkerAlpha 0; [["markerName1"],[1,1],[1,1],[2,2],[1,0],[0,1,1],[1,0,250,WEST]] call EOS_Spawn; Share this post Link to post Share on other sites
grillob3 11 Posted September 10, 2013 This is just an example. Make your own adjustments. It's just to show the idea how to do it.init.sqf call compile preprocessfile "SHK_pos\shk_pos_init.sqf"; _pos1 = [anyObjectPlacedInEditor,300] call SHK_pos; _markerName1 = createMarker ["markerName1",_pos1]; _markerName1 setMarkerShape "Ellipse"; _markerName1 setmarkerSize [100,100]; _markerName1 setMarkerAlpha 0; [["markerName1"],[1,1],[1,1],[2,2],[1,0],[0,1,1],[1,0,250,WEST]] call EOS_Spawn; Cool! thanks! I do that for each marker? Share this post Link to post Share on other sites
shuko 59 Posted September 10, 2013 Cool! thanks!I do that for each marker? call compile preprocessfile "SHK_pos\shk_pos_init.sqf"; _pos1 = [anyObjectPlacedInEditor,300] call SHK_pos; _markerName1 = createMarker ["markerName1",_pos1]; _markerName1 setMarkerShape "Ellipse"; _markerName1 setmarkerSize [100,100]; _markerName1 setMarkerAlpha 0; _pos2 = [maybeAnotherObject,500] call SHK_pos; _markerName2 = createMarker ["markerName2",_pos2]; _markerName2 setMarkerShape "Ellipse"; _markerName2 setmarkerSize [150,150]; _markerName2 setMarkerAlpha 0; _pos3 = [anyObjectPlacedInEditor,200] call SHK_pos; _markerName3 = createMarker ["markerName3",_pos3]; _markerName3 setMarkerShape "Ellipse"; _markerName3 setmarkerSize [200,200]; _markerName3 setMarkerAlpha 0; [["markerName1","markerName2","markerName3"],[1,1],[1,1],[2,2],[1,0],[0,1,1],[1,0,250,WEST]] call EOS_Spawn; And so on. Share this post Link to post Share on other sites
grillob3 11 Posted September 10, 2013 (edited) Thanks! Is there a way to use like houses or something instead of "anyObjectPlacedInEditor" to spawn the markers in the cities? so i could do this _pos1 = [housefromAltismap,0] call SHK_pos; Edited September 10, 2013 by Grillob3 Share this post Link to post Share on other sites
shuko 59 Posted September 10, 2013 Thanks!Is there a way to use like houses or something instead of "anyObjectPlacedInEditor" to spawn the markers in the cities? so i could do this _pos1 = [housefromAltismap,0] call SHK_pos; Object or position only. But you should be able to get the position of a house someway. Share this post Link to post Share on other sites
fwouedd 10 Posted October 5, 2013 (edited) Hi, i need some help. I use the lattest ARMA 3 dev build. I try : _WAG_POS01 = [getmarkerpos _WAG_MARKER01,[100,250],random 360,0,[1,250],Armored] call SHK_pos; and : _WAG_POS01 = [getmarkerpos _WAG_MARKER01,[100,250],random 360,0,[1,250],(typeof Armored)] call SHK_pos; Result : Error Undefined variable in expression: armored I have the same problem if i use heli and car, APC, MRAP. Any idea? Edited October 5, 2013 by fwouedd Share this post Link to post Share on other sites