Benoist 0 Posted August 20, 2007 Trench Generator by RAVEN from Clan RAV (www.armedassault.com.ar) Armed Assault only Download: http://200.58.114.81/~cr000493/scripts/Trinchera.rar Other mirrors: @ Armed Assault Zone (Thanks jammydodger) Combat-Prison.net (Thanks Stavanger) Demo Mission: http://200.58.114.81/~cr000493/scripts/Test_Trinchera.rar Script generator (with sandbag addon) http://img.photobucket.com/albums....-34.jpg http://img.photobucket.com/albums....-84.jpg http://img.photobucket.com/albums....-35.jpg http://img.photobucket.com/albums....-90.jpg SCRIPT: ; ****************************************************************************************** * ; ** Script Name: TRINCHERA.SQS ; ** Description: Arma trench ; ****************************************************************************************** * ; ** Made by: RAVEN ; ****************************************************************************************** * ; ** Invocation: [this,"BolsaArena",270,5,1,0,Inv_XY,[Ajx, AJy, AJz]] exec "trinchera.sqs" ; ******************************************************************************* ; ** Parametro1 = logical drive that it contains the call to script ; ** Parametro2 = Object to use to raise trench ; ** Parametro3 = Degrees of cover ; ** Parametro4 = Amount of bags ; ** Parametro5 = Radio (in meters) ; ** Parametro6 = Way to pile up (0: vertical, 1: Concave) ; ** Parametro7 = Investment of dimensions X/Y of object ; ** Parametro8 = Vector of adjustment of dimensions of object (3 elements) ; ******************************************************************************* _marca = _this select 0 _bolsa = _this select 1 _frente= _this select 2 _alt = _this select 3 _rad = _this select 4 _modo = _this select 5 _InvXY = _this select 6 _AjDim = _this select 7 _canElem = count _this ;--- Determina dimensiones de objeto _obj = _bolsa createvehicle [0,0,0] _dim = boundingBox _obj deletevehicle _obj _Ang = 0 _Ajx = 0; _Ajy = 0; _Ajz = 0 ? _canElem < 8 : goto "Calculos" _Ajx = _AjDim select 0 _Ajy = _AjDim select 1 _Ajz = _AjDim select 2 #Calculos _set1 = _dim select 1 _px1 = (_set1 select 0) + _Ajx _py1 = (_set1 select 2) + _Ajy _pz1 = (_set1 select 1) + _Ajz _dx = (_px1 * 2) _dy = (_py1 * 2) _dz = _pz1 ? _InvXY : _dx = (_py1 * 2); _dy = (_px1 * 2); _Ang = 90 _bolsas = ((2 * PI * _rad) / _dx) _tope = (_frente * _bolsas) / 360 _tramo = (360 / _bolsas) ? _rad < 1: _rad = 1 ? _frente > 300: _frente = 300 ? _alt > 6: _alt = 6 ? _modo != 0 and _modo != 1: _modo = 0 _dir = direction _marca _posm = getpos _marca _pz = _posm select 2 #ciclo1 _gini = _dir - (_frente / 2) _gfin = _dir + (_frente / 2) _contador = 0 _px = _posm select 0 _py = _posm select 1 #ciclo2 _ppx = _px + (_rad * sin(_gini)) _ppy = _py + (_rad * cos(_gini)) _ppz = _pz _x = _bolsa createvehicle [0,0,0] _x setpos [_ppx, _ppy, _ppz] _x setdir (_gini + _Ang) _contador = _contador + 1 ? _contador > _tope: goto "ciclo3" _gini = _gini + _tramo ? _gini <= _gfin: goto "ciclo2" #ciclo3 ? _modo == 1: _rad = _rad - (_dy / 3) _frente = _frente - (_frente / _tope) _tope = _tope - 1 _alt = _alt - 1 _pz = _pz + _dz ? _alt > 0: goto "ciclo1" #salida exit FUNCTIONALITY: Put special attention in the parameters form that script. First it is the name of the object on which the trench will be assembled (generally a logical drive), but also it can be an object like a mounted M2 or a tube of artillery. The direction that we give this unit it will be used like direction towards which the trench will be faced. The second parameter is the object that will be used to raise the trench. It can be a trunk of tree, one sand stock market (addon under section EMPTY/FIRESTORM-OBJECTS is included) or even can be rocks. Whenever we know its name. (EJ: FenceWood). Script “reads†the dimensions of the object (long, high, wide) and begins to pile up it according to the other parameters. The third parameter talks about the circumference degrees that will include the trench. (180 will be of left to right of the center, 360 will be all the circumference, etc). The fourth parameter talks about the amount of rows that will be piled up of the selected object. Fifth, it is the radius of the circumference of the trench and depends on which will protect (men, vehicles, arms). Sixth, it is the way to pile up objects (0: he is cylindrical and 1: he is conical) Seventh, it treats on the possibility of investing the dimensions of wide length and since some addon-makers they do not design its objects with direction the north-south and they make it East-West. The eighth and last parameter (optional) are an Array of 3 elements that stores modifiers of dimensions of the object. For example, the FenceWood object - to apilarlo- it leaves underneath him, 25 centimeters empty (scale of Weapon) that they are part of the object. Placing like third value of this one Array -0,25, we obtained that script fits the values for a correct location and contact with the object underneath he himself. I hope that the community takes advantage of it and we see ourselves in the battlefield (behind a good trench). NOTE: He toldme to post this as a "sorry" for the fast rope script. This is an old work that he finished so he can use it to "buy" time. Share this post Link to post Share on other sites
M.Andersson(SWE) 4 Posted August 20, 2007 images please Share this post Link to post Share on other sites
big 0 Posted August 20, 2007 images please Are you blind? There are 4 pics on the topic, just in link format. Click on them. Share this post Link to post Share on other sites
ArmaVidz 0 Posted August 20, 2007 Looks like a nifty item for Armed Asasult. I would politely ask: If we have to pass parameters to the script can we get a  working example of an init line/trigger On Act string? my bad. the invocation area of the script shows what we need to know Share this post Link to post Share on other sites
jfk15 0 Posted August 20, 2007 Tenches is very good idea for Arma, and your imgs look great, I tried to use the script with no good result, look i missed somthing, "note i'm new to arma, and trying to understand the use of scripts " I put the script in my mission folder that i creat for test, i apply scrit to a M119 and use [this,"BolsaArena",270,5,1,0,Inv_XY,[Ajx, AJy, AJz]] exec "trinchera.sqs" and i only got one sand bag near the canon, i chage the value as descripted in "Functionality" circumference degrees, Object... and i alaways got one sand bag in different position. even with other stuf like FenceWood, same result. could you please help me to understand, or better give us an exemple. Ps. I love the idea that we can use other stuff from arma then sand bag. Share this post Link to post Share on other sites
mattxr 9 Posted August 20, 2007 Pretty Damm Cool if you ask me. Share this post Link to post Share on other sites
jerryhopper 286 Posted August 20, 2007 wow, This stuff will finally releave me from that sandbag positioning the objects in the editor... which drives me nuts! but is the name 'trenches' correct? i thought trenches were digged in the ground. meh, whatever - im gonna use this! Share this post Link to post Share on other sites
_BARNS_ 0 Posted August 20, 2007 ... omg all spanish ... plz give us a engl. how to do file ... thx m8 btw great work - keep it up m8 Share this post Link to post Share on other sites
Deadeye 1 Posted August 20, 2007 Benoit explains it in his post Share this post Link to post Share on other sites
_BARNS_ 0 Posted August 20, 2007 Benoit explains it in his post ... so call my a noob BUT i am not able to get it to work if you can plz post an example or pm it to me thx alot Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted August 20, 2007 Very good script! Let's take some examples together b1 = game logic Script is activated by a trigger [b1,"BolsaArena",270,5,2,0,10] exec "trinchera.sqs" = Sandbags ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ roadcone1 = game logic Script is activated by a trigger [roadcone1,"RoadCone",360,1,5,0,10] exec "scripts\trinchera.sqs"; = Roadcones ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ guy1= game logic Script is activated by a trigger [guy1,"SoldierWB",270,1,2,0,10] exec "scripts\trinchera.sqs"; = Soldiers ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [guy1,"SoldierWB",270,5,2,0,10] exec "scripts\trinchera.sqs"; = LOL ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ wall01 = game logic Script is activated by a trigger [wall01,"wall1",360,1,5,0,10] exec "scripts\trinchera.sqs"; = Wall (US flag placed manually) Share this post Link to post Share on other sites
Benoist 0 Posted August 20, 2007 Wiii my post appears in armedassaul.info, I can die happy, i help the community somehow ^^ The translation is from google, there were 3 o'clock in the morning, i start the first sentences i somehow it became french instead of english, so pardon me Share this post Link to post Share on other sites
Benoist 0 Posted August 20, 2007 Added Demo mission. Share this post Link to post Share on other sites
og.. 0 Posted August 20, 2007 Sandbags, not trenches. Share this post Link to post Share on other sites
-Puma- 2 Posted August 21, 2007 Sandbags, not trenches. was just about to say that.... Share this post Link to post Share on other sites