fett_li 15 Posted June 3, 2014 Hey guys! I just wrote a new script which allows you to save the cool base and camp templates which are only available as zeus. I mean the constructions predefined in the groups menu of zeus such as "Camp Audacity". The usage of this script is quite simple: _this select 0 will be the object which ist the center of the template, the direction will take effect. _this select 1 will be the name of the template you want to spawn as a string. You can just look it up in the zeus menu and use the display names there or just look into my script. The return value will be parsed text which you can throw out via debug console and then copy and paste into you're mission.sqm. You have to replace the whole class Vehicles { ... }; entry in any mission.sqm so I suggest to you to create a new and empty mission and save it there to merge it later. This will be much safer. And here is the script, enjoy it: private ["_center","_centerDir","_outpost","_bases","_bases_classes","_roadBlocks","_roadBlocks_classes","_camps","_camps_classes","_checkPoints","_checkPoints_classes","_side","_type","_class","_exit"]; // possible values for outpost can be found in the array _bases, _raodblocks, _camps abd _checkpoints _center = [_this,0,objNull,[objNull]] call BIS_fnc_param; if (isNull _center) exitWith {}; _centerDir = getDir _center; _outpost = [_this,1,"",[""]] call BIS_fnc_param; _outpost = toUpper _outpost; _bases = ["CAMP AUDACITY","CAMP BRAVERY","CAMP COURAGE","CAMP DEFIANCE","CAMP ENDURANCE","CAMP FORTITUDE"]; _bases_classes = ["OutpostA","OutpostB","OutpostC","OutpostD","OutpostE","OutpostF"]; _roadBlocks = ["HASTY ROADBLOCK","ROADBLOCK"]; _roadBlocks_classes = ["RoadBlock1","RoadBlock2"]; _camps = ["CAMP ANT","CAMP BEAR","CAMP CROW","CAMP DEER","CAMP EAGLE","CAMP FALCON"]; _camps_classes = ["CampA","CampB","CampC","CampD","CampE","CampF"]; _checkPoints = ["CHECK POINT (LARGE)","CHECK POINT (MEDIUM)","CHECK POINT (SMALL)"]; _checkPoints_classes = ["CheckPointLarge","CheckPointMedium","CheckPointSmall"]; _side = ""; _type = ""; _class = ""; _exit = false; switch true do { case (_outpost in _bases) : { _side = "Military"; _type = "Outposts"; _class = _bases_classes select (_bases find _outpost); }; case (_outpost in _roadBlocks) : { _side = "Military"; _type = "RoadBlocks"; _class = _roadBlocks_classes select (_roadBlocks find _outpost); }; case (_outpost in _camps) : { _side = "Guerrilla"; _type = "Camps"; _class = _camps_classes select (_camps find _outpost); }; case (_outpost in _checkPoints) : { _side = "Civilian"; _type = "Checkpoints"; _class = _checkPoints_classes select (_checkPoints find _outpost); }; default { _exit = true; }; }; if _exit exitWith {}; _objects = (configfile >> "CfgGroups" >> "Empty" >> _side >> _type >> _class) call bis_fnc_getcfgsubclasses; _objects_strings = []; { private ["_pos","_dir","_veh","_obj"]; _pos = getArray (configfile >> "CfgGroups" >> "Empty" >> _side >> _type >> _class >> _x >> "position"); _pos = _center modelToWorld _pos; _pos = ATLtoASL _pos; _dir = getNumber (configfile >> "CfgGroups" >> "Empty" >> _side >> _type >> _class >> _x >> "dir"); _dir = _dir + _centerDir; _veh = getText (configfile >> "CfgGroups" >> "Empty" >> _side >> _type >> _class >> _x >> "vehicle"); _objects_strings set [_forEachIndex,format [ "class Item%1 { position[]={%2,%3,%4}; azimut=%5; id=0; side=""EMPTY""; vehicle=""%6""; leader=1; skill=0; }; ",_forEachIndex,_pos select 0,_pos select 2,_pos select 1,_dir,_veh]]; } forEach _objects; _start = format ["class Vehicles { items=%1;",count _objects]; _mid = ""; _end = " };"; { _mid = _mid + _x; } forEach _objects_strings; _result = _start + _mid + _end; parseText _result Share this post Link to post Share on other sites