Mordred C 0 Posted March 18, 2020 Hello, I'm relatively new to Arma 3 scripting and the such, but I've been theorizing on something for my mission which I am constructing in Alive (Along with a bunch other mods) Anyways, everything's going in stutters but getting done none the less, limited arsenal... Cinematic first launch.... Etc... BUT I am getting consistently and frustratingly stuck on one issue, and I can't seem to find a solution through the internet. Basically, the idea is that after the players reach a certain point the mission evolves so originally players only have what they have at the beginning including loadouts and some stored gear in vehicles but after this 'First Phase' then a Field HQ/FOB will spawn, with accompanying Hide Terrain Object modules, respawn points and arsenal. What I need, if possible, is to create a trigger or a script that removes objects on the map and places a base composition of my design. I originally looked into experimenting with object presence and its probability, if there was a script to switch 0 to 100 and vice versa, but apparently this is only checked before/at mission start and thus was a dead end. Anyways, if anyone knows a way to bulldoze an area and develop it into a FOB mid-mission then I would appreciate the help. Thanks Share this post Link to post Share on other sites
beno_83au 1369 Posted March 19, 2020 https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3: - nearestObjects - nearestTerrainObjects Plus: - hideObjectGlobal - disableSimulationGlobal or - deleteVehicle That's a good start if you want to look at clearing an area of objects to spawn your own creation in. Then you could look at this for spawning in compositions: Edit: If you come up with something and it's not working, be sure to post your code. Share this post Link to post Share on other sites
Von Quest 1163 Posted March 19, 2020 Some specific default functions: https://community.bistudio.com/wiki/BIS_fnc_objectsGrabber https://community.bistudio.com/wiki/BIS_fnc_objectsMapper Share this post Link to post Share on other sites
stburr91 1010 Posted March 19, 2020 15 hours ago, Mordred C said: Hello, I'm relatively new to Arma 3 scripting and the such, but I've been theorizing on something for my mission which I am constructing in Alive (Along with a bunch other mods) Anyways, everything's going in stutters but getting done none the less, limited arsenal... Cinematic first launch.... Etc... BUT I am getting consistently and frustratingly stuck on one issue, and I can't seem to find a solution through the internet. Basically, the idea is that after the players reach a certain point the mission evolves so originally players only have what they have at the beginning including loadouts and some stored gear in vehicles but after this 'First Phase' then a Field HQ/FOB will spawn, with accompanying Hide Terrain Object modules, respawn points and arsenal. What I need, if possible, is to create a trigger or a script that removes objects on the map and places a base composition of my design. I originally looked into experimenting with object presence and its probability, if there was a script to switch 0 to 100 and vice versa, but apparently this is only checked before/at mission start and thus was a dead end. Anyways, if anyone knows a way to bulldoze an area and develop it into a FOB mid-mission then I would appreciate the help. Thanks You can delete everything within a radius of a given object. Place an object in the middle of the area you want to delete, name the object, "object1". Then use this to delete every object within a 100 meter radius. You can make the radius as big as you want, just change the 100, to whatever you need. {deleteVehicle _x} forEach nearestObjects [object1, ["all"], 100]; You can do the same thing with show, and hide objects, for your FOB. This will hide every object within 100 meter of object2. {hideobject _x} forEach nearestObjects [object2, ["all"], 100]; To show the objects. {_x hideobject false} forEach nearestObjects [object2, ["all"], 100]; Place your FOB in the editor, and at the start of the mission hide, and disable the simulation. Put this into your mission init.sqf file. {hideobject _x} forEach nearestObjects [object2, ["all"], 100]; {_x enableSimulation false} forEach nearestObjects [object2, ["all"], 100]; Then when you want to delete the all objects, and show the FOB. {deleteVehicle _x} forEach nearestObjects [object1, ["all"], 100]; {_x hideobject false} forEach nearestObjects [object2, ["all"], 100]; {_x enableSimulation true} forEach nearestObjects [object2, ["all"], 100]; Share this post Link to post Share on other sites
Mordred C 0 Posted March 20, 2020 Thank you very much guys, I'll update when I get back to working on it. Share this post Link to post Share on other sites