namreg 0 Posted April 24, 2007 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? Share this post Link to post Share on other sites
dmarkwick 261 Posted April 24, 2007 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? Based on the CTI mods doing the circuits, I would say yes Download one, unpack it and see how they do it. Share this post Link to post Share on other sites
namreg 0 Posted April 24, 2007 is there any other way of doing it? 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? 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.... Share this post Link to post Share on other sites
HqPL 0 Posted April 24, 2007 http://community.bistudio.com/wiki/ArmA:_CfgVehicles#Static_Class_Vehicles Share this post Link to post Share on other sites
the unknown 0 Posted April 24, 2007 You could use the 6thsence editor upgrade. 6thsence editor upgrade The player wont need it to play the mission. Share this post Link to post Share on other sites
namreg 0 Posted April 24, 2007 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
HqPL 0 Posted April 24, 2007 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
fasad 1 Posted April 24, 2007 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
namreg 0 Posted April 24, 2007 Ok, man I'll give it a try in a few minutes, I'll send you a feedback C'YA mannnn Share this post Link to post Share on other sites