Jump to content
Sign in to follow this  
namreg

Updating Base buildings for campaign use

Recommended Posts

I'd like to create a base in a mission and during a campaign I want it to grow up. But I want it to grow not just with tents but with buildings...

Is there any way to place a new building, just like the headquarters or the repair buildings anywhere on the map?huh.gif

Share this post


Link to post
Share on other sites
I'd like to create a base in a mission and during a campaign I want it to grow up. But I want it to grow not just with tents but with buildings...

Is there any way to place a new building, just like the headquarters or the repair buildings anywhere on the map?huh.gif

Based on the CTI mods doing the circuits, I would say yes smile_o.gif

Download one, unpack it and see how they do it.

Share this post


Link to post
Share on other sites

is there any other way of doing it?huh.gif

I mean, the buildings are there, they must have names I think. So, if I use the createvehicle command and use one of those names.... wouldn't it work??? Is there any list of the buildings names?huh.gif

I went to the Bohemia BIKI site and I found the names of units, vehicles, weapons...etc... but the buildins name are those you can find in the object section into the Empty vehicles type....

So my guess is that there must be some hidden lists about buildings names....

help.gif

Share this post


Link to post
Share on other sites

Hey HqPL,

So, you think that if I create a fence (for instance) ,and I change the name in the mission.sqm to "Land_army_hut_storrage" then I'd have a house instead of a fence???

Sorry, I don't have ArmA right now, so I'll try it in an hour or so, but if you really know, i'd like to know so...

Thanks man

Share this post


Link to post
Share on other sites

I think it should work heres an example:

mission on .Intro

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

version=11;

class Mission

{

addOns[]=

{

"cacharacters",

"CABuildings",

"desert"

};

addOnsAuto[]=

{

"cacharacters",

"CABuildings",

"desert"

};

randomSeed=13246467;

class Intel

{

startWeather=0.100000;

forecastWeather=0.300000;

year=2007;

month=6;

day=7;

hour=8;

};

class Groups

{

items=1;

class Item0

{

side="WEST";

class Vehicles

{

items=1;

class Item0

{

position[]={1563.676025,9.690046,1685.982788};

id=0;

side="WEST";

vehicle="SoldierWB";

player="PLAYER COMMANDER";

leader=1;

skill=0.600000;

};

};

};

};

class Vehicles

{

items=1;

class Item0

{

position[]={1563.224365,9.965467,1695.169067};

id=1;

side="EMPTY";

vehicle="Land_budova5";

skill=0.600000;

};

};

};

class Intro

{

addOns[]=

{

"desert"

};

addOnsAuto[]=

{

"desert"

};

randomSeed=14263811;

class Intel

{

startWeather=0.100000;

forecastWeather=0.300000;

year=2007;

month=6;

day=7;

hour=8;

};

};

class OutroWin

{

addOns[]=

{

"desert"

};

addOnsAuto[]=

{

"desert"

};

randomSeed=5770243;

class Intel

{

startWeather=0.100000;

forecastWeather=0.300000;

year=2007;

month=6;

day=7;

hour=8;

};

};

class OutroLoose

{

addOns[]=

{

"desert"

};

addOnsAuto[]=

{

"desert"

};

randomSeed=10129923;

class Intel

{

startWeather=0.100000;

forecastWeather=0.300000;

year=2007;

month=6;

day=7;

hour=8;

};

};

Share this post


Link to post
Share on other sites

There are at least 4 ways to do this:

- execute the createVehicle command with the appropriate building classnames. You will need to create the position etc using trial and error.

- manually text edit the mission.sqm file, changing other objects into the class you want. load it in to the mission editor to check results. Manipulating the edited objects in the mission editor will change them to a normal class that appears in the editor.

- Use a "soft" editor update such as the 6th sense one. You can place and manipulate the missing classed objects in the editor. The end user does not need any editor update. This is definately the recommended solution for now.

- Use a "hard" editor update such as lowfly's (?) eu102. The end user must use the same or compatible editor update, but you get many more non-classed objects to use (such as fences and trees). I don't recommend this until ArmA is a bit more developed and use of such an editor update becomes more common.

Share this post


Link to post
Share on other sites

Ok, man

I'll give it a try in a few minutes, I'll send you a feedback

C'YA mannnn wink_o.gif

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×