Outlawz7 1 Posted December 21, 2014 (edited) I've modified the original DynO scripts from ArmA2 for use in ArmA3. Credit goes to their original creator Joris-Jan van 't Land. Original A2/OA compositions not included. I'm not sure if this exists already somewhere, I'm aware scripts like MCC Sandbox can export compositions, but I wanted something simple and only for this purpose. Download example mission and script set: Dropbox: https://dl.dropboxusercontent.com/u/35519913/otl7_dyno_a3.VR.zip Use: Setup: Copy the dyno_a3 folder into your mission directory. Create the composition script: Go to \dyno_a3\doc\ directory and copy the _emptyTemplate.sqf and rename the copy to the desired name of your composition, for example myComposition.sqf. The template looks like this: private ["_objs"]; _objs = [ paste your copied array from Grabber over this line ]; _objs Create a composition: Place the desired objects in editor. Once you want to copy them into a composition, use the following command: 0 = [position,radius] execvm "dyno_a3\otl7_Grabber.sqf" where position is the center of the composition and radius is the radius in which objects are included in the composition. The composition will be copied to your clipboard. Paste it into your composition script over the "paste over this line" line. Remove the comma at the end of the array. Example: private ["_objs"]; _objs = [ ["Land_Cargo_Patrol_V3_F",[0,0,0],0,1,0],["Land_HBarrierBig_F",[1.05176,-3.15625,0],0,1,0],["Land_HBarrierBig_F",[4.36719,0.80127,0],90,1,0],["Land_HBarrierBig_F",[0.944336,5.87842,0],0,1,0],["Land_HBarrierBig_F",[-7.52734,5.87842,0],0,1,0],["Land_HBarrierBig_F",[-10.5034,0.536621,0],90,1,0] ]; _objs Spawn your composition: Use _newComp = [position, direction, "filepath\yourCompositionScript.sqf", boolean] call (compile (preprocessFileLineNumbers "dyno_a3\otl7_Mapper.sqf")); in init.sqf or init field to spawn a composition at start or use _newComp = [position, direction, "filepath\yourCompositionScript.sqf", boolean] execVM "dyno_a3\otl7_Mapper.sqf"; to spawn the composition after mission start. Position is the position where the composition will be spawned with the composition centered there. Direction is the direction that composition will face. "filepath\yourCompositionScript.sqf" is the file path and name of your composition script (recommended filepath is dyno_a3\doc\). boolean can be true or false. If true, each object's up vector will be set to 0-0-1, levelling the object. Can be useful on sloped terrain. Edited December 21, 2014 by Outlawz7 Share this post Link to post Share on other sites
Heeeere's johnny! 51 Posted December 21, 2014 (edited) Could you please briefly explain the purpose of dynamic object compositions? Because I've never heared of it before and I can't imagine right now, what that is useful for. EDIT: OK, so as far as I understand, does this mean creating a set of objects with certain relative positions (like a small camp) and then creating that composition at a certain position where the position forms the middle of that composition? Edited December 21, 2014 by Heeeere's Johnny! Share this post Link to post Share on other sites
Outlawz7 1 Posted December 21, 2014 (edited) https://community.bistudio.com/wiki/Dynamic_Object_Compositions Actually, the BIS functions already exist :oops: https://community.bistudio.com/wiki/BIS_fnc_objectsGrabber https://community.bistudio.com/wiki/BIS_fnc_ObjectsMapper Edited December 21, 2014 by Outlawz7 Share this post Link to post Share on other sites
mariodu62 5 Posted December 21, 2014 https://community.bistudio.com/wiki/Dynamic_Object_CompositionsActually, the BIS functions already exist :oops: https://community.bistudio.com/wiki/BIS_fnc_objectsGrabber https://community.bistudio.com/wiki/BIS_fnc_ObjectsMapper Not sure for Arma 3 Share this post Link to post Share on other sites
Tom_48_97 523 Posted December 21, 2014 Outlawz is right, it exists ;) https://community.bistudio.com/wiki/Category:Arma_3:_Functions Share this post Link to post Share on other sites
mariodu62 5 Posted December 21, 2014 Outlawz is right, it exists ;)https://community.bistudio.com/wiki/Category:Arma_3:_Functions Good news... Share this post Link to post Share on other sites
Jigsor 176 Posted December 21, 2014 Does your version support init commands like the original version? Example of composition element: ["B_MRAP_01_F",[9.43018,19.3298,0],256.556,1,0,"this setVehicleLock ""LOCKED"";"], Share this post Link to post Share on other sites
Outlawz7 1 Posted December 22, 2014 I didn't notice anything about inits in the A2 files. Anyways if the init is/was set with https://community.bistudio.com/wiki/setVehicleInit, that command is disabled in ArmA3. Share this post Link to post Share on other sites
Hatchet_Harry 1 Posted January 18, 2015 (edited) Hello there, i just want to say "thank you!" for the bis_ grabber / mapper and for the thread. Some minutes ago i wanted to use the old scripts, but i prefer bis supported functions. Finally: Thank you for the Info :-) It saves a lot of time for me and waked me up. ... Dont go the ways you know. Try to figure out better ways ... Regards Hatch Edited January 18, 2015 by Hatchet_Harry Share this post Link to post Share on other sites
hectrol 4 Posted April 18, 2015 (edited) Hello and thank you very much Outlawz7 I tested the script [on Stratis island] and it also moves stage elements. :( Only happen to me? Any solution? EDIT: SOLVED I now record composition in VR map without impurities. Sorry -_- Edited April 19, 2015 by hectrol Share this post Link to post Share on other sites
katipo66 94 Posted February 18, 2016 Is it possible to set the init of an object? it doesnt seem to copy through, for example i place an intel object on a table by using the elevation option in the object or placing this in its init doesnt copy through... this setPos [getPos this select 0, getPos this select 1, 0.81];this enableSimulation false; Share this post Link to post Share on other sites
davidoss 552 Posted February 18, 2016 It is really the best way to achieve this? For object spawned at mission begin we can just use copy paste in editor. For compositions spawned in game you can just convert sqm to sqf and execute it at some point. There are also hidden 3d editor which works on biedi files. You can these convert to sqm and then to sqf. Share this post Link to post Share on other sites
Comfy Comfy 0 Posted January 30, 2017 (edited) Using all of this information here i have created an abomination in my mission file a tumor if you will of just shit. But i believe i have done everything right and this is not working for me so? Could someone explain the error im getting from the ObjectMapper.sqf.... RefreshActions: http://pastebin.com/rYSgLHCz [Adds all the player addactions] [Note the one for build bunker] ObjectMapper: http://pastebin.com/P4FjtVVr [note _scripts] Formatted Grabber Data: http://pastebin.com/qXpEC0sd Errors: http://pastebin.com/46V71CJM [Disreguard BlueBunker errors unrelated to the objectmapper] Just kill me now im a moron lol. missing ; in fob.sqf Upon respawn the fortification is build automatically and if you try to build it again via the addaction it throws an error. 6:47:28 Error in expression <_fobComposition> 6:47:28 Error position: <_fobComposition> 6:47:28 Error Undefined variable in expression: _fobcomposition [from refreshactions.sqf] More errors (undefined variable in _fobComposition) Mapper: http://pastebin.com/rYVfcCfS fob2.sqf: http://pastebin.com/GLfa4v0x Edited January 30, 2017 by Comfy Comfy I was wrong more errors Share this post Link to post Share on other sites