Da_Hollander 2 Posted July 10, 2017 Hello all, As the title says, I'd like to have some help with adding a group of objects that form an outpost at a dynamic mission. Context: you're in a mission and a randomly spawned mission pops up. I want several objects to spawn at that mission so it can be fortified and what not. To make my question more specific: The objects in the example code are placed well and have certain coordinates + rotations etc. Is there any way to make such 'group' of objects myself and write them in a simular way as the example code? Because the issue is that I have no idea how I could get the 'relative' coordinates of the objects. I hope my question is formed clear enough to understand.. I have example code here: ////////////////////// // -- ADD THIS -- 1 // ////////////////////// _centerSpawn = _this select 0; _centerSpawnX = _centerSpawn select 0; _centerSpawnY = _centerSpawn select 1; ///////////////// // -- END -- 1 // ///////////////// _vehicle_0 = objNull; if (true) then { _this = createVehicle ["Land_MultiMeter_F", [1817.7195, 5623.689, -1.2397766e-005], [], 0, "CAN_COLLIDE"]; _vehicle_0 = _this; _this setPos [1817.7195, 5623.689, -1.2397766e-005]; }; /////////////////////// // -- ADD THIS -- 2 // /////////////////////// _centerObj = getPosWorld _vehicle_0; _centerX = _centerObj select 0; _centerY = _centerObj select 1; deleteVehicle _vehicle_0; ///////////////// // -- END -- 2 // ///////////////// _vehicle_1 = objNull; if (true) then { _this = createVehicle ["Land_Cargo_HQ_V2_F", [1818.382, 5624.3564, -9.5367432e-007], [], 0, "CAN_COLLIDE"]; _vehicle_1 = _this; _this setDir 16.173525; _this setPos [(1818.382)-_centerX+_centerSpawnX, (5624.3564)-_centerY+_centerSpawnY, -9.5367432e-007]; }; _vehicle_2 = objNull; if (true) then { _this = createVehicle ["Land_HBarrier_3_F", [1811.2635, 5621.4463, 1.9073486e-006], [], 0, "CAN_COLLIDE"]; _vehicle_2 = _this; _this setDir 106.22929; _this setPos [(1811.2635)-_centerX+_centerSpawnX, (5621.4463)-_centerY+_centerSpawnY, 1.9073486e-006]; }; _vehicle_3 = objNull; if (true) then { _this = createVehicle ["Land_HBarrier_5_F", [1811.7753, 5617.7754, 8.5830688e-006], [], 0, "CAN_COLLIDE"]; _vehicle_3 = _this; _this setDir 17.772383; _this setPos [(1811.7753)-_centerX+_centerSpawnX, (5617.7754)-_centerY+_centerSpawnY, 8.5830688e-006]; }; _vehicle_4 = objNull; if (true) then { _this = createVehicle ["Land_HBarrier_1_F", [1826.0121, 5622.8223, -1.4305115e-006], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setDir 109.19431; _this setPos [(1826.0121)-_centerX+_centerSpawnX, (5622.8223)-_centerY+_centerSpawnY, -1.4305115e-006]; }; _vehicle_6 = objNull; if (true) then { _this = createVehicle ["Land_HBarrier_5_F", [1818.0166, 5617.2568, -7.6293945e-006], [], 0, "CAN_COLLIDE"]; _vehicle_6 = _this; _this setDir 16.170671; _this setPos [(1818.0166)-_centerX+_centerSpawnX, (5617.2568)-_centerY+_centerSpawnY, -7.6293945e-006]; }; _vehicle_9 = objNull; if (true) then { _this = createVehicle ["Land_HBarrier_5_F", [1826.0255, 5629.1235, -5.7220459e-006], [], 0, "CAN_COLLIDE"]; _vehicle_9 = _this; _this setDir 196.55594; _this setPos [(1826.0255)-_centerX+_centerSpawnX, (5629.1235)-_centerY+_centerSpawnY, -5.7220459e-006]; }; _vehicle_13 = objNull; if (true) then { _this = createVehicle ["Land_HBarrier_3_F", [1813.771, 5629.9653, 5.7220459e-006], [], 0, "CAN_COLLIDE"]; _vehicle_13 = _this; _this setDir 106.22929; _this setPos [(1813.771)-_centerX+_centerSpawnX, (5629.9653)-_centerY+_centerSpawnY, 5.7220459e-006]; }; _vehicle_16 = objNull; if (true) then { _this = createVehicle ["Land_HBarrier_3_F", [1827.408, 5628.5742, 3.3378601e-006], [], 0, "CAN_COLLIDE"]; _vehicle_16 = _this; _this setDir 99.777275; _this setPos [(1827.408)-_centerX+_centerSpawnX, (5628.5742)-_centerY+_centerSpawnY, 3.3378601e-006]; }; _vehicle_19 = objNull; if (true) then { _this = createVehicle ["Land_HBarrier_3_F", [1824.6447, 5617.9897, 5.2452087e-006], [], 0, "CAN_COLLIDE"]; _vehicle_19 = _this; _this setDir 106.8838; _this setPos [(1824.6447)-_centerX+_centerSpawnX, (5617.9897)-_centerY+_centerSpawnY, 5.2452087e-006]; }; _vehicle_26 = objNull; if (true) then { _this = createVehicle ["Land_HBarrier_1_F", [1825.6771, 5621.7358, 2.8610229e-006], [], 0, "CAN_COLLIDE"]; _vehicle_26 = _this; _this setDir 105.16212; _this setPos [(1825.6771)-_centerX+_centerSpawnX, (5621.7358)-_centerY+_centerSpawnY, 2.8610229e-006]; }; _vehicle_29 = objNull; if (true) then { _this = createVehicle ["Land_HBarrier_1_F", [1827.2349, 5623.9165, 1.4305115e-006], [], 0, "CAN_COLLIDE"]; _vehicle_29 = _this; _this setDir 193.59006; _this setPos [(1827.2349)-_centerX+_centerSpawnX, (5623.9165)-_centerY+_centerSpawnY, 1.4305115e-006]; }; Share this post Link to post Share on other sites
killzone_kid 1330 Posted July 10, 2017 3 hours ago, Da_Hollander said: if (true) then 3 hours ago, Da_Hollander said: I have no idea how I could get the 'relative' coordinates of the objects. worldToModel Share this post Link to post Share on other sites
Da_Hollander 2 Posted July 11, 2017 9 hours ago, killzone_kid said: worldToModel Haha I guess the person in the example code had to make sure @ if true Thanks for linking to worldToModel, will check that and see if I can find out how it works. Share this post Link to post Share on other sites
Josef_ 3 Posted July 11, 2017 You could use my c-pack, Josef.moveObjects to move objects and keep there position/ rotation to each other. Its possible to use as an ordinary function even if you don't won't to use TypeSQF. I can release it in the forum if your interested. //Josef Share this post Link to post Share on other sites
Da_Hollander 2 Posted July 11, 2017 41 minutes ago, Josef_ said: You could use my c-pack, Josef.moveObjects to move objects and keep there position/ rotation to each other. Its possible to use as an ordinary function even if you don't won't to use TypeSQF. I can release it in the forum if your interested. //Josef Cheers, will look into that. Unfortunately I do not know how I can use the worldToModel stuff.. Can't find any examples or tutorials online either. Could anyone explain or link me to an explenation of it? Share this post Link to post Share on other sites