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soupdragon

Is there an easy way to create bases in the editor?

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I want to create a base in a mission I am making for myself. Do I have to place each object individually in order to create it or is there an easier way? I see them generated by the SecOps module but I want a permenant base placed down. Also If I do have to create it by manually creating the base, is there a way to save the finished base as a template that I can import into future missions?

Sorry if this seems to be a bit of a dull question but I am sort of new to the editor and I am trying to find my way around it.

Cheers

SD

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use this..........you place down a game logic and put this in its field

newObjs = [getPos this, random 0, "cityBase04"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf"));

and you can replace "citybase04" with any of these

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

Edited by W0lle
Endless line of ----- screwing up forum layout

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How do you get that working with OA only? The DynO module in OA only has new compositions, but not the objectmapper and I can't seem to get the path correct. :(

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Works fine for me in OA well after I noticed the extra space that gets added after the .sqf for some reason.

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Also why not give the base some defenders

Create some units grouped and put this in a groups init

grp1=group this; [grp1,getpos logicname] call BIS_fnc_taskDefend;

Use the game logic that was used to spawn the base but now give it a name and use that name in the code.

The defenders will move to positions in and around the base and sometimes man any static machine guns.

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Is there an area to see the above class names as photos so you dont have to go in an out of the editor to see which one your picking? and will it spawn the same way in terms of Azmut and spacing so you can add to exsisting bases?

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