DnA 5143 Posted June 19, 2009 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 :) Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted June 19, 2009 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? Share this post Link to post Share on other sites
robmuzz 12 Posted June 19, 2009 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 !? Share this post Link to post Share on other sites
NorthStar 10 Posted June 19, 2009 DnA you are awesome; thank you! Seems you guys thought of everything for ArmA2! Share this post Link to post Share on other sites
monty67t 0 Posted June 19, 2009 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. Share this post Link to post Share on other sites
Mr-Murray 0 Posted June 19, 2009 (edited) 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 June 19, 2009 by Mr-Murray Share this post Link to post Share on other sites
noamles 0 Posted June 19, 2009 @robmuzz you got an extra space (" ") after the ".sqf", just remove it and it will be fine. Share this post Link to post Share on other sites
mattxr 9 Posted June 20, 2009 (edited) 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? RPT Error Warning Message: Script not foundError 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 June 20, 2009 by MattXR Share this post Link to post Share on other sites
Alex72 1 Posted June 20, 2009 Yep my mate tested them all and half of the things not working. Script not found. Will they be available in some patch? Alex Share this post Link to post Share on other sites
mattxr 9 Posted June 20, 2009 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 Share this post Link to post Share on other sites
Mr-Murray 0 Posted June 20, 2009 Keep in mind what I´ve wrote above!!! There´s an empty space in your syntax. Remove it and it will run! . Share this post Link to post Share on other sites
mattxr 9 Posted June 20, 2009 Keep in mind what I´ve wrote above!!!There´s an empty space in your syntax. Remove it and it will run! . 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. Share this post Link to post Share on other sites
noamles 0 Posted June 20, 2009 try this instead : _newObjs = [getPos this, random 0, ["anti-air","ru"]] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf")); Share this post Link to post Share on other sites
xeno 234 Posted June 22, 2009 Quick qustion DNA how is this done?? [egrp1,egrp2] call BIS_fnc_taskDefend [egrp1, position dnamic_created_objects] call BIS_fnc_taskDefend; Xeno Share this post Link to post Share on other sites
manzilla 1 Posted June 22, 2009 [egrp1, position dnamic_created_objects] call BIS_fnc_taskDefend;Xeno Thank you Xeno. Share this post Link to post Share on other sites
mattxr 9 Posted June 22, 2009 Thank you Xeno. couldnt get this to work! Share this post Link to post Share on other sites
manzilla 1 Posted June 22, 2009 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; Share this post Link to post Share on other sites
xeno 234 Posted June 22, 2009 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 Share this post Link to post Share on other sites
manzilla 1 Posted June 22, 2009 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? Share this post Link to post Share on other sites
NorthStar 10 Posted June 22, 2009 getpos <objectname> Share this post Link to post Share on other sites
manzilla 1 Posted June 22, 2009 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? Share this post Link to post Share on other sites
charliereddog 9 Posted June 22, 2009 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. Share this post Link to post Share on other sites
mr-le-loup 10 Posted June 23, 2009 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 ;) Share this post Link to post Share on other sites
robmuzz 12 Posted June 27, 2009 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! Share this post Link to post Share on other sites