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soolie

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    MikeSulo
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  1. Ok, last one. Not as many are spawning now but seems to work well with all land vehicles. Totals - B_Truck_01_box_F - 49 B_G_Quadbike_01_F - 154 C_man_1 - 259 // -------------[position, vehicle classname] call fnc_allTheSpots; // -------------[[5552,7011,0],"B_Truck_01_box_F"] call fnc_allTheSpots; fnc_allTheSpots = { _box = "Land_VR_Shape_01_cube_1m_F" createVehicle (_this select 0); _vehType = _this select 1; _veh = _vehType createVehicle [0,0,0]; _bBox = boundingBoxReal _veh; _sphereSize = _bBox select 2; _vehSize = _sphereSize * 1.2; deleteVehicle _veh; for "_i" from 0 to 360 step 1 do { for "_j" from 0 to 92 step 1 do { _relpos = _box getRelPos [_j, _i]; _empty = _relpos findEmptyPosition [5,8,_vehType]; if !(_empty isEqualTo []) then { _empty set [2,0]; _nearest = nearestObjects [_empty, [_vehType],_vehSize]; if !(count _nearest >0) then { _markerName = createMarker [str _relpos, _empty]; _markerName setMarkerType "hd_dot"; _veh = _vehType createVehicle [0,0,0]; _veh setDir _i; _veh setPos _empty; }; }; }; }; _mrkrCount = count allMapMarkers; systemChat format ["%1", _mrkrCount]; };
  2. Managed to get 52 every time without that other fnc. Crashed the game way too many times messing with this _box = "Land_VR_Shape_01_cube_1m_F" createVehicle [5552,7011,0]; _vehType = "B_Truck_01_box_F"; for "_i" from 0 to 360 step 1 do { for "_j" from 0 to 92 step 1 do { _relpos = _box getRelPos [_j, _i]; _empty = _relpos findEmptyPosition [5,8,_vehType]; if !(_empty isEqualTo []) then { _empty set [2,0]; _nearest = nearestObjects [_empty, [_vehType], 11]; if !(count _nearest >0) then { _markerName = createMarker [str _relpos, _empty]; _markerName setMarkerType "hd_dot"; _veh = _vehType createVehicle [0,0,0]; _veh setDir _i; _veh setPos _empty; _vehPos = getPos _veh; }; }; }; }; _mrkrCount = count allMapMarkers; systemChat format ["%1", _mrkrCount];
  3. I got 52 but used KillzoneKid's fnc_isFlatEmpty off the notes here https://community.bistudio.com/wiki/isFlatEmpty
  4. Still working out the object placement. Trying a bunch of different things like setting the pos in a loop with lineintersectsurfaces, vectormultiply based on screen center, using attachtorelative etc. Just working out the best way. Should have something soon(tm).
  5. Getting really close to finished with this. Going to release a beta version later tonight to be tested.
  6. Looking good. Do you mind sharing any plans you have for it? Messed with the UI a bit last night, here's what I came up with so far. (model preview rotates) Cfg for adding new objects to build menu Open/Load UI and Change/Rotate model preview UI cfg
  7. soolie

    [CTI,TvT,CooP] Dissension

    Congrats on the release. Server's running great. Who made that ui doe? <3
  8. was re-reading and missed something - copyToClipboard str _houses; _houses should be _comps now copyToClipboard str _comps; Sorry!
  9. This is my own, was originally for decorating houses but worked well with a lot of objs with diff dir/vectors/objs on tables etc Edited a bit for you to use but only uses simple objects so some checks might be needed for more advanced use. This is basically what you describe in your first post without the check for sim. I know all the worldpos and attaching detaching looks weird but I tested a lot. Building in VR and then spawning on diff terrains at diff elevations and such This is the only way I could get it to work every time but maybe you can figure something I couldn't. Can't test the edit right now so hopefully no stupid syntax errors.
  10. soolie

    script help

    copyToClipboard needs a string copyToClipboard str _cnt;
  11. Added a new video, let me know what you guys think!
  12. I tried. Not sure if it's what you want exactly. Hopefully it helps. Create and slide Delete
  13. Offtopic from your question but I'm also using locations to create "missions". I was doing it the same way as you but recently changed it and it seems to run better now, here is how I get them. _availLocTypes = ["NameCity","NameCityCapital"]; _locations = "(getText (_x>> 'type') in _availLocTypes)" configClasses (configFile >> "CfgWorlds" >> worldName >> "Names");
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