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xsdmx

Dynamic Object Compositions and 2D Editor

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But one question, is there a way to make units spawn with it, i.e. spawn guys in the defensive positions like bunkers, etc?

If you use the BIS_fnc_taskDefend function for a certain group, then units in this group will look around for static defenses and man them, as well as patrol the area.

Did I mention that I'll be putting up a tutorial on making new compositions shortly? These are registered in config and can be released as add-ons quite easily :)

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My god .. I guess I'm dreaming :D You definately deserved your movie lol

When will the Bohemia Wiki be updated with these functions and tutorials?

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The reason I asked was,

I put the line:

_newObjs = [getPos this, random 360, "FuelDump1_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf"));

in and it said no such script or something !?

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DnA you are awesome; thank you! Seems you guys thought of everything for ArmA2!

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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.

Because it's not possible. In the editor you can place only single objects, not object compositions.

It could be done just like the warfare objects. Some of them are made up of multipul objects.

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Hey robmuzz

You have an blank character at the end of your syntax line!!!

After: objectMapper.sqf_"));

Delete it and it will run ;)

@DnA & BIS

Thanks and congratz to this. It´s really appreciated!!! :o

This is why it is ArmA and not any other game. Luv it!!!

Kind regards,

Mr-Murray

The reason I asked was,

I put the line:

_newObjs = [getPos this, random 360, "FuelDump1_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf"));

in and it said no such script or something !?

Edited by Mr-Murray

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@robmuzz

you got an extra space (" ") after the ".sqf", just remove it and it will be fine.

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Script Not Found Error?

_newObjs = [getPos this, random 0, "anti-air_ru1"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf"));

Edit there is no space at the end either in my code on the forms is just adding that?? even in edit mode there is no space wth?

wyerror.jpg

RPT Error

Warning Message: Script not found

Error in expression <eLineNumbers _script));

};

if ((count _objs) == 0) exitWith {debugLog "Log: [o>

Error position: <_objs) == 0) exitWith {debugLog "Log: [o>

Error Undefined variable in expression: _objs

File ca\modules\dyno\data\scripts\objectMapper.sqf, line 96

---------- Post added at 11:29 AM ---------- Previous post was at 11:19 AM ----------

Oki i found the problem not all of them Objects in the List is not working e.g. if you use fuelDepot_us it works while if you use anti-air_ru1 it doesnt work, :S

Edited by MattXR

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Yep my mate tested them all and half of the things not working. Script not found.

Will they be available in some patch?

Alex

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If you use the BIS_fnc_taskDefend function for a certain group, then units in this group will look around for static defenses and man them, as well as patrol the area.

Did I mention that I'll be putting up a tutorial on making new compositions shortly? These are registered in config and can be released as add-ons quite easily :)

Quick qustion DNA how is this done?

?

[egrp1,egrp2] call BIS_fnc_taskDefend

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Keep in mind what I´ve wrote above!!!

There´s an empty space in your syntax. Remove it and it will run!

Space_Error.jpg

.

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Keep in mind what I´ve wrote above!!!

There´s an empty space in your syntax. Remove it and it will run!

Space_Error.jpg

.

No the BIS forums adds that space lol! Theres not a space their ingame.

And yes to get all the Compositions that work go into the 3d Editor and place them down name em and save the mission and go into the file and there you go you have the correct names.

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try this instead :

_newObjs = [getPos this, random 0, ["anti-air","ru"]] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf"));

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Quick qustion DNA how is this done?

?

[egrp1,egrp2] call BIS_fnc_taskDefend

[egrp1, position dnamic_created_objects] call BIS_fnc_taskDefend;

Xeno

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[egrp1, position dnamic_created_objects] call BIS_fnc_taskDefend;

Xeno

Thank you Xeno.

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Me neither. Where do I put it? In the group leader's init?

Like this:

egrp1=group this; [egrp1, position dnamic_created_objects] call BIS_fnc_taskDefend;

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egrp1 = group this; [egrp1, position dnamic_created_objects] call BIS_fnc_taskDefend;

Don't use it in the init field.

Place a trigger for example, and add it there.

You have to replace position dnamic_created_objects with the position where you actually created the dynamic objects.

Xeno

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Don't use it in the init field.

Place a trigger for example, and add it there.

You have to replace position dnamic_created_objects with the position where you actually created the dynamic objects.

Xeno

Ok, that sounds easy enough. What's the best way to get the actual position of an object?

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getpos <objectname>

Thanks.

I'm having trouble this. I put a trigger on the map with:

condition= true

OnAct= [egrp1, [10368.01,9.4060154,2716.3306]] call BIS_fnc_taskDefend;

I got the position from the mission.sqm.

Now the seem to be walking around, and some sit around, but they don't man the M2's nor take up any other defensive positions. Is this all they do?

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does it maybe depend on whether they sense a threat or not?

Looks very handy, and I love the new compositions. Have used them myself to build a couple of quick checkpoints very swiftly.

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Hi,

I found the good classnames for compositions, here is the list.

SmallBase
CityBase01
CityBase02
CityBase04
BunkerMedium01
BunkerMedium02
BunkerMedium03
BunkerMedium04
BunkerMedium05
BunkerMedium06
BunkerMedium07
BunkerMedium08
BunkerMedium09
BunkerMedium10
GuardPost_US
GuardPost2_US
GuardPost3_US
GuardPost4_US
GuardPost5_US
GuardPost6_US
GuardPost7_US
GuardPost8_US
SmallNest_US
VehicleShelter_US
FuelDepot_US
CheckPoint1_US
AntiAir1_US
Firebase1_US
FuelDump1_US
RadarSite1_US
VehicleParking1_US
HeliParking1_US
AirplaneParking1_US
WeaponsStore1_US
Camp1_US
Camp2_US
Camp3_US
MediumTentCamp_RU
MediumTentCamp2_RU
MediumTentCamp3_RU
AntiAir1_RU
Firebase1_RU
FuelDump1_RU
RadarSite1_RU
VehicleParking1_RU
HeliParking1_RU
AirplaneParking1_RU
WeaponsStore1_RU
Camp1_RU
Camp2_RU
GuardPost_CDF
VehicleShelter_CDF
TankDitch_CDF
TankDitch2_CDF
CityBase03
BunkerSmall01
MediumTentCamp_napa
SmallTentCamp_napa
SmallTentCamp2_napa
Camp1_INS
Camp2_INS
FiringRange1
FiringRange2
FiringRange3
FiringRange4
FiringRange5
FiringRange6
FiringRange7
FiringRange8
FiringRange9
FiringRange10
FiringRange11
FiringRange_Wreck1
FiringRange_Wreck2
FiringRange_Wreck3
FiringRange_Wreck4
FiringRange_Wreck5
FiringRange_Wreck6
FiringRange_Wreck7
FiringRange_Water1
FiringRange_Water2

Have fun ;)

:yay:

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I've done some testing and if you call helo transport, they try to land on all the invisible H's ... So, use a Game-Logic / Location / Location instead!

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