xsdmx 10 Posted June 12, 2009 Hey all, sorry if my question has an obvious answer, but I was wondering - how do I get the various awesome templates into the regular editor for use in missions? I'd love to have a couple bases setup. Share this post Link to post Share on other sites
DnA 5133 Posted June 12, 2009 //Spawns the object composition defined by class name "FuelDump1_US" on position _pos on a random angle. private ["_newObjs"]; _newObjs = [_pos, random 360, "FuelDump1_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf")); //Spawns a random composition from the library matching tags "usmc" and "medium" on position _pos on a random angle. _newObjs = [_pos, (random 360), ["usmc", "medium"]] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf")); More info forthcoming in the BiKi :) Share this post Link to post Share on other sites
monty67t 0 Posted June 15, 2009 Is _pos the position of a marker or game logic or what? Also, do I just put this in a script and call it in the init.sqf? Share this post Link to post Share on other sites
Tajin 349 Posted June 17, 2009 Guess what ? _pos is a position, nothing more nothing less. Just a bunch of coordinates in an array. And those commands do not have to be in a script, execute them whereever you like. They themselve call a script. Share this post Link to post Share on other sites
NorthStar 10 Posted June 17, 2009 Is it possible to modify the templates? (without using a mod, that is). Or at least get the reference to one of the component objects in the template so it can be manipulated? Edit: That random option is freakin' awesome, btw Share this post Link to post Share on other sites
monty67t 0 Posted June 18, 2009 Can someone please post an example mission using this feature? I can't figure it out. Share this post Link to post Share on other sites
noamles 0 Posted June 18, 2009 (edited) try this: go to the editor, place an invisible H, in the init line write: _newObjs = [getPos this, random 360, "FuelDump1_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf")); this will create a US fuel Dump on the invisible H location. Edit: maybe the invisible H isn't the best idea, but you get the point (can use a game logic or an empty marker instead). Edited June 18, 2009 by noamles Share this post Link to post Share on other sites
monty67t 0 Posted June 18, 2009 @noamles Thank you very much! That worked perfectly. I was having a hard time getting the position part of it setup correctly. What an awesome feature. Thanks Again! Monty Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted June 18, 2009 Now that's a very good feature! Can't wait to see the complete list of spawning possibilities. Share this post Link to post Share on other sites
noamles 0 Posted June 18, 2009 here you go: airplane_park_ru1 airplane_park_us1 anti-air_ru1 anti-air_us1 bunkerMedium01 bunkerMedium02 bunkerMedium03 bunkerMedium04 bunkerSmall01 camp_ins1 camp_ins2 camp_ru1 camp_ru2 camp_us1 camp_us2 camp_us3 checkpoint1_us citybase01 cityBase02 cityBase03 cityBase04 firebase_ru1 firebase_us1 firing_range_targets1 firing_range_targets10 firing_range_targets11 firing_range_targets2 firing_range_targets3 firing_range_targets4 firing_range_targets5 firing_range_targets6 firing_range_targets7 firing_range_targets8 firing_range_targets9 firing_range_targets_water1 firing_range_targets_water2 firing_range_targets_wreck1 firing_range_targets_wreck2 firing_range_targets_wreck3 firing_range_targets_wreck4 firing_range_targets_wreck5 firing_range_targets_wreck6 firing_range_targets_wreck7 fuelDepot_us fuel_dump_ru1 fuel_dump_us1 guardpost2_us guardpost3_us guardpost_cdf guardpost_us heli_park_ru1 heli_park_us1 mediumtentcamp2_ru mediumtentcamp3_ru MediumTentCamp_napa mediumtentcamp_ru radar_site_ru1 radar_site_us1 smallbase smallmgnest_us SmallTentCamp2_napa SmallTentCamp_napa tankDitch2_cdf tankDitch_cdf vehicleShelter_cdf vehicleShelter_us vehicle_park_ru1 vehicle_park_us1 weapon_store_ru1 weapon_store_us1 Share this post Link to post Share on other sites
monty67t 0 Posted June 18, 2009 Here's a link that shows pictures of all of them. http://www.armatechsquad.com/ArmA2Class/Objects/compositions/ Share this post Link to post Share on other sites
robmuzz 12 Posted June 18, 2009 try this:go to the editor, place an invisible H, in the init line write: _newObjs = [getPos this, random 360, "FuelDump1_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf")); this will create a US fuel Dump on the invisible H location. Edit: maybe the invisible H isn't the best idea, but you get the point (can use a game logic or an empty marker instead). ... Thanks, but you are talking about ArmA2 here? Share this post Link to post Share on other sites
noamles 0 Posted June 18, 2009 ...yes... it is the ArmA2 Forums... Share this post Link to post Share on other sites
Alex72 1 Posted June 18, 2009 that line "random 360" does it mean it spawns it random direction everytime? And if so - is it just to remove it to get it in the direction icon is pointing set by you? Dont have ARMA2 so i cant try. Just want to learn before i get it. ;) Alex Share this post Link to post Share on other sites
NorthStar 10 Posted June 18, 2009 72;1315539']that line "random 360" does it mean it spawns it random direction everytime? And if so - is it just to remove it to get it in the direction icon is pointing set by you? Since it's a numeric parameter I'm guessing you'd replace "random 360" with the number representing the direction you want it to face. Share this post Link to post Share on other sites
DnA 5133 Posted June 18, 2009 One perhaps handy method: create a marker test with some position and direction, then instead of _pos and random 360, use: markerPos "test" and markerDir "test" :) Share this post Link to post Share on other sites
Alex72 1 Posted June 18, 2009 DnA: How would i write that out? Example: _newObjs = [GetMarkerPos test, MarkerDir test, "tankDitch2_cdf"]... ? Sorry but im learning. :) Awesome stuff though. Cant wait til tomorrow! Alex Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted June 18, 2009 Here's a link that shows pictures of all of them.http://www.armatechsquad.com/ArmA2Class/Objects/compositions/ Well now I'm really horny :yay: Do you know how many hours I've spend in ArmA I placing camps? :eek: BIS, I could kiss you for this feature! :D It'll save many many hours that I can spend into developing my missions now instead of designing them from scratch all over again. Share this post Link to post Share on other sites
NorthStar 10 Posted June 18, 2009 Well now I'm really horny :yay:Do you know how many hours I've spend in ArmA I placing camps? :eek: BIS, I could kiss you for this feature! :D It'll save many many hours that I can spend into developing my missions now instead of designing them from scratch all over again. I agree; those compositions are sexy. I spent hours myself trying to assemble some detailed and realistic camps and outposts in my missions, and everything I came up with is pretty much blown out of the water by those. Share this post Link to post Share on other sites
manzilla 1 Posted June 18, 2009 Wow this is a fantastic feature. But one question, is there a way to make units spawn with it, i.e. spawn guys in the defensive positions like bunkers, etc? Share this post Link to post Share on other sites
NorthStar 10 Posted June 18, 2009 That is a concern of mine as well... seems like you'd have to position them using manual x/y/z coordinates based on where you know the composition is going to spawn... :confused: Share this post Link to post Share on other sites
manzilla 1 Posted June 18, 2009 That is a concern of mine as well... seems like you'd have to position them using manual x/y/z coordinates based on where you know the composition is going to spawn... :confused: That's what I was thinking as well but it would get even harder if you used the second bit: //Spawns a random composition from the library matching tags "usmc" and "medium" on position _pos on a random angle. _newObjs = [_pos, (random 360), ["usmc", "medium"]] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf")); If you use this one, it's hard to even know what objects you get. Share this post Link to post Share on other sites
NorthStar 10 Posted June 19, 2009 Good point. I had pretty much planned on not relying on specific troop positions around the compositions, but rather just designate them as a patrol zone for the UPS script or something. Share this post Link to post Share on other sites
monty67t 0 Posted June 19, 2009 Instead of going through all of this, why in the world didn't they simply make these things objects in the editor to place down? Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted June 19, 2009 That is a concern of mine as well... seems like you'd have to position them using manual x/y/z coordinates based on where you know the composition is going to spawn... :confused: Not really ... I'm setting those camps up via game logic. Additional units could be spawned around this game logic using it as a relative position. Maybe there's an additional parameter to including some soldiers, I don't know. Instead of going through all of this, why in the world didn't they simply make these things objects in the editor to place down? Because it's not possible. In the editor you can place only single objects, not object compositions. Share this post Link to post Share on other sites