aseliot 2 Posted October 6, 2017 Is there any script or any way to generate a script from a composition in order to create something like a composition. To, for example, spawn random encampments. I've seen this one already but it's not really what I am looking for. Share this post Link to post Share on other sites
NeoArmageddon 958 Posted October 6, 2017 MapBuilder can import stuff placed in Editor and export them as sqf scripts (that recreate the composition on original or another spot when called). Share this post Link to post Share on other sites
aseliot 2 Posted October 6, 2017 Ah okay cool, i will check it out. Share this post Link to post Share on other sites
pierremgi 4886 Posted October 6, 2017 Answer was not too far: https://forums.bistudio.com/forums/topic/191902-eden-composition-spawning/ Share this post Link to post Share on other sites
Nemanjic 71 Posted July 19, 2021 (edited) On 10/6/2017 at 8:45 PM, NeoArmageddon said: MapBuilder can import stuff placed in Editor and export them as sqf scripts (that recreate the composition on original or another spot when called). Map Builder is great tool for that but only with Map Builder placed objects itself. Is it possible to "read" eden placed objects with MB and save them in .sqf for calling them latter? It will be fantastic. I am looking to find a way to spawn saved objects (saved with function BIS_fnc_ObjectsGrabber) and it works nice, but I can not execute it with BIS_fnc_ObjectsMapper for some reason. So MB way will be fantastic, if you can explain me please how to do that? Thanks in advance sir.. EDIT: or simplified, how to do this one? Quote MapBuilder can import stuff placed in Editor Edited July 19, 2021 by Nemanjic Share this post Link to post Share on other sites
beno_83au 1369 Posted July 19, 2021 Something like this @Nemanjic? 1 Share this post Link to post Share on other sites
Nemanjic 71 Posted July 19, 2021 @beno_83au Yes I see and try this but it spawn objects with flexible axis Z. Once placed correctly, they fall down if not on some hard surface, but I need it to be spawned on the vertical wall of dam. (I think disabling object simulation is resolving this) because in Eden if object is placed with no simulation it stays where it is originally positioned, otherwise not. So I use Achilles modules "copy mission SQF" and "execute code module" and finally it works perfect. I wrote this if someone else like me looking to similar things. My next goal is to execute this code (saved external as .txt) with script to avoid entering Zeus every time to use "execute code module" for placing objects again during mission. Things I placing are 90+ water balloons as training ground targets for sniper team, that's why I need simple code for this purposes and to be executed DURING mission because I need this targets set up and ready each time every new course start with new group of recruits. If someone know how to run this code with just external script with trigger for example? The code is: Spoiler _newObject = createVehicle ['Land_Balloon_01_water_F', [9624.38,13695.2,-0.286591], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9624.38,13695.2,76.9876]; [_newObject, [[-0.48484,0.874603,-0], [-0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal true;_newObject = createVehicle ['Land_Balloon_01_water_F', [9626.83,13690.8,3.02502], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9626.83,13690.8,80.2992]; [_newObject, [[-0.484837,0.874604,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9632.53,13680.6,5.57905], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9632.53,13680.6,82.8533]; [_newObject, [[0,1,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9633.05,13679.7,5.63707], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9633.05,13679.7,82.9113]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9633.49,13679.2,3.08259], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9633.49,13679.2,80.3568]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9634.4,13677.3,4.519], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9634.4,13677.3,81.7932]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9634.17,13677.9,3.08259], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9634.17,13677.9,80.3568]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9631.16,13683.2,3.08259], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9631.16,13683.2,80.3568]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9631.46,13682.6,3.08259], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9631.46,13682.6,80.3568]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9631.97,13681.3,4.48595], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9631.97,13681.3,81.7602]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9629.94,13685.4,0.700073], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9629.94,13685.4,83.0349]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9629.24,13686.6,0.700073], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9629.24,13686.6,83.0349]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9628.94,13687.2,3.08259], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9628.94,13687.2,80.3568]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9640.79,13666.5,3.08259], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9640.79,13666.5,80.3568]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9643.06,13667.9,3.31828], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9643.06,13667.9,78.8735]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9641.99,13669.8,3.31828], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9641.99,13669.8,78.8735]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9636.55,13673.8,3.08259], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9636.55,13673.8,80.3568]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9637.91,13671.6,3.08259], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9637.91,13671.6,80.3568]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9638.98,13669.4,3.08259], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9638.98,13669.4,80.3568]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9640.2,13667.5,3.08259], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9640.2,13667.5,80.3568]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9642.63,13668.2,2.03579], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9642.63,13668.2,77.591]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9643.34,13667,2.03579], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9643.34,13667,77.591]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9627.55,13690.4,1.60516], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9627.55,13690.4,78.8794]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9635.39,13675.8,3.08259], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9635.39,13675.8,80.3568]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9635.02,13676.3,4.519], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9635.02,13676.3,81.7932]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9637.03,13673.1,3.02502], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9637.03,13673.1,80.2992]; [_newObject, [[-0.484837,0.874604,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9637.71,13672.7,1.46925], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9637.71,13672.7,78.7435]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9627.58,13689.3,3.08259], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9627.58,13689.3,80.3568]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9627.85,13690,1.60516], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9627.85,13690,78.8794]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9624.56,13694.3,4.33807], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9624.56,13694.3,81.6123]; [_newObject, [[-0.484837,0.874604,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9659.75,13638.6,2.3545], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9659.75,13638.6,77.9099]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9657.83,13636.9,3.08233], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9657.83,13636.9,80.3568]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9659.09,13640.4,3.37718], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9659.09,13640.4,78.9326]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9659.65,13639.4,3.37718], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9659.65,13639.4,78.9326]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9658.67,13635.4,0.469246], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9658.67,13635.4,77.7437]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9658.2,13636.3,3.08233], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9658.2,13636.3,80.3568]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9659.21,13634.4,3.08233], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9659.21,13634.4,80.3568]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9658.31,13635.6,3.97665], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9658.31,13635.6,81.2511]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9659.34,13633.9,4.12265], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9659.34,13633.9,81.3971]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9660.99,13632.4,1.56659], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9660.99,13632.4,78.8399]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9659.78,13633.5,3.08233], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9659.78,13633.5,80.3568]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9661.26,13632,1.56659], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9661.26,13632,78.8399]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9661.32,13630.7,4.80888], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9661.32,13630.7,82.0822]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9661.02,13631.3,4.80888], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9661.02,13631.3,82.0822]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9662.85,13628.2,3.08349], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9662.85,13628.2,80.3568]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9663.45,13627.2,3.08349], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9663.45,13627.2,80.3568]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9663.56,13628,1.56008], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9663.56,13628,78.8334]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9664.13,13627,1.56008], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9664.13,13627,78.8334]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9664.42,13625.4,3.08349], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9664.42,13625.4,80.3568]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9665.02,13624.4,3.08349], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9665.02,13624.4,80.3568]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9664.66,13624.9,4.87959], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9664.66,13624.9,82.1529]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9665.22,13623.9,3.93006], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9665.22,13623.9,81.2034]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9666.78,13621.2,5.38152], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9666.78,13621.2,82.6548]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9667.38,13620.2,5.38152], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9667.38,13620.2,82.6548]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9667.14,13620.8,3.08349], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9667.14,13620.8,80.3568]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9668.08,13620,1.75236], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9668.08,13620,79.0257]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9668.42,13618.5,3.08349], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9668.42,13618.5,80.3568]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9669.02,13617.5,3.08349], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9669.02,13617.5,80.3568]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9668.63,13618,4.47342], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9668.63,13618,81.7467]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9670.49,13614.9,4.11076], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9670.49,13614.9,81.3841]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9645.57,13658.3,2.82716], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9645.57,13658.3,80.1016]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9643.39,13659.4,3.03127], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9643.39,13659.4,80.3057]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9644.25,13658.5,3.05855], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9644.25,13658.5,80.333]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9649.23,13656.7,2.7355], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9649.23,13656.7,78.2907]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9647.57,13654.7,3.25745], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9647.57,13654.7,80.5319]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9646.19,13657,4.59495], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9646.19,13657,81.8694]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9649.48,13656.3,2.7355], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9649.48,13656.3,78.2907]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9648.06,13653.8,4.92582], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9648.06,13653.8,82.2003]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9646.9,13655.7,4.21177], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9646.9,13655.7,81.4863]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9648.43,13652.9,1.50185], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9648.43,13652.9,78.7763]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9648.47,13652.9,5.426], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9648.47,13652.9,82.7005]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9649.08,13652,1.19044], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9649.08,13652,78.4649]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9649.36,13651.7,3.06916], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9649.36,13651.7,80.3436]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9650.56,13649.3,4.81838], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9650.56,13649.3,82.0929]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9649.55,13650.9,5.32821], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9649.55,13650.9,82.6027]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9650.16,13650.2,3.06319], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9650.16,13650.2,80.3377]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9650.64,13649.4,3.04866], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9650.64,13649.4,80.3231]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9651.19,13648.2,4.12238], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9651.19,13648.2,81.3969]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9652.6,13651,2.38126], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9652.6,13651,77.9367]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9651.5,13647.6,4.12238], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9651.5,13647.6,81.3969]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9651.56,13647.5,3.25745], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9651.56,13647.5,80.5319]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9651.85,13647.1,4.83402], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9651.85,13647.1,82.1085]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9651.34,13647.9,5.38313], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9651.34,13647.9,82.6576]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9651.6,13644.8,4.41187], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9651.6,13644.8,81.6863]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9651.46,13645.2,5.24778], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9651.46,13645.2,82.5223]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9651.81,13644.8,3.04295], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9651.81,13644.8,80.3174]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9651.6,13645.8,3.04295], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9651.6,13645.8,80.3174]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9652.61,13646.9,1.71935], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9652.61,13646.9,78.9938]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9652.58,13643.4,3.04295], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9652.58,13643.4,80.3174]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false;_newObject = createVehicle ['Land_Balloon_01_water_F', [9652.29,13643.8,4.8544], [], 0, 'CAN_COLLIDE']; _newObject setPosWorld [9652.29,13643.8,82.1289]; [_newObject, [[-0.486048,0.873932,0], [0,0,1]]] remoteExecCall ["setVectorDirAndUp", 0, _newObject]; _newObject enableSimulationGlobal false; Accros all script is the same thing, balloon x 90, so the 5th and 89th line is practicly the same.. I saved this as damtargets.sqf but can't load it up with _nil = []execVM "damtargets.sqf"; for some reason.. There is not script error at all, just objects refuse to be spawned like when using Achille module.. Share this post Link to post Share on other sites
johnnyboy 3795 Posted July 19, 2021 Hi @Nemanjic. I think you can simplify your script by hardcoding the position of the first balloon, and then calculate an offset for the next 89 balloons in a loop. Simple math to increment x,y,z placement relative to the dam. It would be similar to my Stack Objects script, which dynamically creates X objects stacked vertically, so the Z axis is incremented in the loop. Use that as an exmple. 1 Share this post Link to post Share on other sites
Nemanjic 71 Posted July 19, 2021 This is definitely great way to do things.. Problem is that all three axis needs to be in offset for other 89 balloons.. Achilles modules do the job great way.. Now only I need to figure out how to avoid opening Zeus every time to launch script with module "execute code module" but to run external .sqf with position and class data which I get only once with "copy mission SQF" module. This is how it should look: https://imgur.com/9PRTFZj https://imgur.com/uA0NDTT - yes they are in same row but not all of them https://imgur.com/mSaeQOT - approximate position 600m away from dam (snipers nests) Now I need time to implement your https://forums.bohemia.net/forums/topic/190738-release-jboy-stack-objects-script/ script and to understand it, but for now I need to use Achilles because tomorrow night first group of recruits start course and I am not get ready everything in scenario. Precise shooting training is just one of 24 elements of training regime and that's why everything need to be scripted to avoid shitload of Eden placements due to FPS limitations.. Sorry on my English sir and thank you in advance Share this post Link to post Share on other sites
johnnyboy 3795 Posted July 19, 2021 21 minutes ago, Nemanjic said: This is definitely great way to do things.. Problem is that all three axis needs to be in offset for other 89 balloons. Now that I see your screenshot, I understand the offset approach won't work. So you have to hardcode all the positions. But you can clean it up a little by putting all 90 positions into an array, then iterating thru the array to create the balloons, something like this: _array = [[9624.38,13695.2,-0.286591], [9624.38,13695.2,76.9876], etc....ALL positions in here!!!]; // This array will contain all 90 positions { _newObject = createVehicle ['Land_Balloon_01_water_F', _x, [], 0, 'CAN_COLLIDE']; } forEach _array; 1 Share this post Link to post Share on other sites
Nemanjic 71 Posted July 19, 2021 Yes understand! This will work for sure, my only concern is if it place balloons over another if choose random position from array.. But will test and then I will know.. This is what I was looking for, thank you for this Johnny 1 Share this post Link to post Share on other sites
beno_83au 1369 Posted July 19, 2021 https://community.bistudio.com/wiki/deleteAt is a good way to avoid getting the same element from an array. It'll return the removed element for you to use and remove it from the array. 1 1 Share this post Link to post Share on other sites
Nemanjic 71 Posted July 20, 2021 Another valuable lesson to be learned immediately.. Thank you @beno_83au hope this will fit perfectly in Johnny's script for predefining obj positions.. 1 Share this post Link to post Share on other sites
beno_83au 1369 Posted July 20, 2021 16 minutes ago, Nemanjic said: Another valuable lesson to be learned immediately.. Where there is a will, there is (almost) always a way 🙂 2 Share this post Link to post Share on other sites
Nemanjic 71 Posted July 20, 2021 Exactly, but Arma 3 will not be the same without guys like you, Jonny, Grumpy, Pieremmgi, G Floros and others who share knowledge and always help 😉 1 Share this post Link to post Share on other sites
johnnyboy 3795 Posted July 20, 2021 4 hours ago, beno_83au said: Where there is a will, there is (almost) always a way 🙂 True that. Being stubborn helps too! 😁 2 Share this post Link to post Share on other sites
NeoArmageddon 958 Posted July 22, 2021 On 7/19/2021 at 12:54 PM, Nemanjic said: Map Builder is great tool for that but only with Map Builder placed objects itself. Is it possible to "read" eden placed objects with MB and save them in .sqf for calling them latter? It will be fantastic. I am looking to find a way to spawn saved objects (saved with function BIS_fnc_ObjectsGrabber) and it works nice, but I can not execute it with BIS_fnc_ObjectsMapper for some reason. So MB way will be fantastic, if you can explain me please how to do that? Thanks in advance sir.. EDIT: or simplified, how to do this one? There is, just run this in the code execution window (or a script/trigger/whatever) when previewing the mission: { [_x] call MB_fnc_InitObject; } foreach allMissionObjects; 1 Share this post Link to post Share on other sites
Nemanjic 71 Posted July 22, 2021 2 hours ago, NeoArmageddon said: There is, just run this in the code execution window (or a script/trigger/whatever) when previewing the mission: { [_x] call MB_fnc_InitObject; } foreach allMissionObjects; Beautiful ! Share this post Link to post Share on other sites
Nemanjic 71 Posted July 22, 2021 (edited) @NeoArmageddon from object when I want to confirm input https://i.imgur.com/Z9uNU0o.jpg from debug cnsl https://i.imgur.com/RjGui2I.jpg ? Edited July 22, 2021 by Nemanjic muddy pics Share this post Link to post Share on other sites
NeoArmageddon 958 Posted July 22, 2021 44 minutes ago, Nemanjic said: @NeoArmageddon from object when I want to confirm input https://i.imgur.com/Z9uNU0o.jpg from debug cnsl https://i.imgur.com/RjGui2I.jpg ? 3 hours ago, NeoArmageddon said: There is, just run this in the code execution window (or a script/trigger/whatever) when previewing the mission: Play the mission -> start Mapbuilder -> run code -> ??? -> Profit 1 1 Share this post Link to post Share on other sites
Nemanjic 71 Posted July 22, 2021 It gives me not to close trigger with error if I put code in onAct, same as for object init. field, so I do what you sad last, play mission with MB module of course, wait till it been initialized, open MB again, close it, put code in debug but error again. So I try to run external script from debug: _nil = [] execVM "armagedonsay.sqf"; -it says: blabla error allmissionobjects: Type code, expected String For my kind of mission making this is must have magic, it will be great if make this work 🙂 where I mistakes? Share this post Link to post Share on other sites
NeoArmageddon 958 Posted July 22, 2021 3 hours ago, Nemanjic said: It gives me not to close trigger with error if I put code in onAct, same as for object init. field, so I do what you sad last, play mission with MB module of course, wait till it been initialized, open MB again, close it, put code in debug but error again. So I try to run external script from debug: _nil = [] execVM "armagedonsay.sqf"; -it says: blabla error allmissionobjects: Type code, expected String For my kind of mission making this is must have magic, it will be great if make this work 🙂 where I mistakes? Looks like a generic error. You probably have quotation marks somewhere around the code I posted. Make sure you copied it directly or even better type it into A3 by hand. Upload your rpt with the error somewhere. Last time I checked code I posted worked as intended. Share this post Link to post Share on other sites
Nemanjic 71 Posted July 22, 2021 RPT Spoiler 15:06:02 Error in expression <_InitObject; } foreach allMissionObjects;> 15:06:02 Error position: <;> 15:06:02 Error Invalid number in expression 15:06:02 File C:\Users\Steva\Documents\Arma 3 - Other Profiles\Merkuriev\missions\%20testiranja_grabber_mapper.chernarus_summer\testMB.sqf..., line 3 testMB.sqf Spoiler { [_x] call MB_fnc_InitObject; } foreach allMissionObjects; Not quotation marks, I just copied from your message with big smile on my face but not for long 🙂 Share this post Link to post Share on other sites
NeoArmageddon 958 Posted July 22, 2021 Maybe try { [_x] call MB_fnc_InitObject; } foreach allMissionObjects "All"; https://community.bistudio.com/wiki/allMissionObjects Biki should be the first place you should look when something does not work as intended. Share this post Link to post Share on other sites
Nemanjic 71 Posted July 22, 2021 3 hours ago, NeoArmageddon said: Biki should be the first place you should look when something does not work as intended. You are absolutely right! I feel increased stupid after I see what I wasn't see. But problem still occurs.. The same thing if I load from script or debug: https://i.imgur.com/a2H40hh.jpg ,after code execution it freezes player movement but after reopening MB, everything backs to normal except there still no objects read in MB.. Share this post Link to post Share on other sites