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foxsch

Difference between Editor-placed Buildings and Map Objects

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Hi, Since making missions in ARMA II and OA there has been one thing which has continually caused me problems, and that has been the inability of placed units to respond to (2D) editor placed buildings in the way they would do to Map objects, specifically buildings. I am not sure if this is the same with the 3D editor as I never use it, but any pointers as to any differences between using the 2D or the 3D editor once the building has been placed would be welcome info but probably wouldn't answer my question. This crops up frequently when using a lot of the different patrol scripts available (for ARMA II & OA), and also getting units to recognise the higher areas of buildings, and their ability to move around inside the buildings safely. Has this been addressed in ARMA III? I am thinking along the lines of a module a Mission editor can place onto an Island that would transform all of his editor placed objects into a format that placed units would recognise and respond to as though they were map objects.

Here is one post/thread where this is cropping up already : Forum

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I've got no problems doing that on my PC. (Spawning a building and getting an AI to move into it). I would have thought it's more that your scripts for AI interacting with buildings are somehow failing to detect the building.

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Hi Das could be, but I am reluctant to proffer up any criticism for the scripts. They are very widely used without any problems I use them myself for map object buildings, and in a lot of cases with editor placed buildings they do work a treat. I hope this isn't confusing you. I don't really have a problem with patrolling scripts and editor-placed buildings, although that is a small part of it, more placement and response during a mission. Units walking one way through editor placed walls or out through windows that type of in mission behaviour. I haven't had a chance to test with ARMA III's editor yet, but when you say 'spawn' a building, do you mean literally ingame or adding a building with the editor? My problem is generally related to having units placed in exact places for a Mission. Have you got AI to move into editor placed buildings using just waypoints? I realise I can 'hold' a unit in place once he has been placed in an exact position, but using the 2D Editor, that placement, without map object advantages, like the option that comes up from placing a waypoint on a map object building, is pretty tricky. Maybe to tighten my query, having editor placed buildings that do incorporate a number of 'house positions' which will be picked up by waypoints would be a huge bonus. If I knew anything about modelling for the game I'm sure I could adjust what it is I am trying to point out much easier, I don't but it seems logical that AI are responding to map objects in a far more definitive and built-in manner than they do to objects placed by mission makers in the editor?

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