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Z.Adams

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Posts posted by Z.Adams


  1. On 4/9/2014 at 4:05 PM, shay_gman said:

    There is a custom DOC placer and grabber generator in the 3d editor under the > button. As far as I remember the Z factor is fixed there. So if you can check it out and post your resualts if it is broken i'll fix it and release it for the community

    Hi,

    I tried to find this but I was unable to do so, do you know if this is still in the current version of Arma 3?

     

    The issue I'm encountering is that when I spawn my composition alot of the objects are at the wrong height.


    Here is what it should look like (and what it looks like when I use the grabber)

    c76ee8269d22d71f87669c7a874edffe.jpg

     

    Here is what it ends up looking like when spawned with object mapper

    491e3bd3e14886ccbcfe0f7b95f1b1e4.jpg

    If anyone knows a way to fix this any help would be appreciated.

    Thank You.

     


  2. On 7/11/2021 at 10:10 PM, JD Wang said:


    Yeah it will be looking for defined building positions so if you build a shoothouse or something out separate objects it won't have any build position defined.

    HOWEVER, something I learned about the other day, if you're running CBA, you can go into the props tab, filter by CBA and you'll see a cba building position marker thing.
    If you place these around your constructed building then scripts that look for building positions will recognize these and place units on them.

     

    18 hours ago, 613rehtuv said:

    oh, cool, I'll give that a try.

     

    I tried putting the markers on various points within the EOS zone but unfortunately, it just plops them down in the center as before (and they still ignore the nomove commands applied to house units) did you have to do anything besides place the markers down?


  3. On 7/11/2021 at 10:10 PM, JD Wang said:


    Yeah it will be looking for defined building positions so if you build a shoothouse or something out separate objects it won't have any build position defined.

    HOWEVER, something I learned about the other day, if you're running CBA, you can go into the props tab, filter by CBA and you'll see a cba building position marker thing.
    If you place these around your constructed building then scripts that look for building positions will recognize these and place units on them.

    oh, cool, I'll give that a try.


  4. On 7/4/2021 at 7:55 PM, 613rehtuv said:

    Hi,

    I'm not sure if this is something that I should ask here, or if this is a more general scripting question I should ask elsewhere, either way, I'm hoping someone here knows how I can set this up.

    I'm trying to add some init code to units spawned with this script (to prevent them from moving).

    If anyone can give me some information to point me in the right direction that would be greatly appreciated.

    Thank You.

     

     

    Ok, so I didn't realize but there is a no-move function built into the EOS script, however, the AI mod my unit uses (LAMBS AI) overrides the "do not move" command.
    Basically what I had to do was add another line before the do not move command to disable LAMBS AI on the unit

    so with that edit lines 149 and 150 in SHK_Buildingpos.SQF read as follows.

     

    if _disableMove then { _x setVariable ["lambs_danger_disableAI", true]};

    if _disableMove then { _x disableAI "PATH"};

     

    I also had to switch { doStop _x; }; for { _x disableAI "PATH"}; as units would still move with { doStop _x; }; set as the second command.

    Now this doesn't seem to work on units that are spawned inside manually constructed buildings (for example a Hillhouse we have that is a bunch of separate objects put together, none of which would be classified as a building)

    I assume the EOS script isn't applying the commands for a house patrol to those units since they technically weren't spawned in a building (though only house groups were set to spawn)

    In any case, I'm not too worried about that, if I populate the Killhouse I'll probably use some other method with manual location selections.

     


  5. Hi,

    I'm not sure if this is something that I should ask here, or if this is a more general scripting question I should ask elsewhere, either way, I'm hoping someone here knows how I can set this up.

    I'm trying to add some init code to units spawned with this script (to prevent them from moving).

    If anyone can give me some information to point me in the right direction that would be greatly appreciated.

    Thank You.

     

     

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