lynx75 1 Posted August 4, 2013 (edited) Hi everyone, i ve made a script to place very precisely all placable object with 3D view feature. I use it for mission design in my team (GID). I think its time for a first public release for the benefit of this great community. All mission designers know about time consuming with precise object placement. Usage : This script provides a userfriendly precise 3D object placement tool based on the BIS Splendid camera. This is a usefull tool for confirmed mission designer. Installation : 1 - Put the LxOPS directory inside your mission 2 - declare #include "LxOPS\lxOPS_dlg.hpp" in your description.ext 3 - create an empty script 5 - create a repeatedly radio trigger with the following activation code : nul = [] execVM "LxOPS\lxOPS.sqf"; 4 - play with the object positioning system (radio menu 0-0-1) - press copy button for the locked object - paste the code stuff in your script (ctrl + V) - unlock object and create new one 5 - call your script at the beginning of the mission (server side) 6 - When you ve finished, Suppress the line #include "LxOPS\lxOPS_dlg.hpp" from your description.ext and delete LxOPS directory from your mission Features: - Objects list not hard coded (CfgVehicles config explorer with scope > 0) - creation/deletion - translation/rotation with increment options (0.001m - 10m, 0.001° to 10°) - save created object in a script called on server side when you want - Pitch/Bank Rotation - ATL/ASL coordinates system - Object Filter - Log object charracteristics in RPT - Surface/Submarine object placement Short description: The script provides means to create/delete/translate/rotate all placable objects in 3D view by exploring the CfgVehicles. Press New object to create a new object, lock it with the Lock button. You can change its class by clicking in the list. The list is all your CfgVehicles with scope > 0, so becarefull, there is some objects not placeable. Try to use is with Land_... or vehicles (at the end of the list). Do not use it for IA spawn. Use BIS function instead. When an object is locked, you can translate and rotate it. Choose the increment you want in the combobox. Press the copy button to copy all the code stuff required to spawn the object. Go to your spawn script (in the mission demo its initBuildings.sqf) and press ctrl+v at the end of the file to write the code. Go back to the preview (press alt to switch the Splendide camera speed), unlock the object and play again V1.31 Fix the float to string conversion for altitude V1.3 Changed : conversion of position to string with high precision (5DM) V1.2 Add new combo box to enable/disable object simulation Changed log button to log required code in RPT Changed updated GUI Resources V1.1 Pitch/Bank feature UI improvment Surface/Submarine object placement Add log button to write object characteristic in RPT Add filter combobox Add ASL/ATL switch coordinates system Add Reset button for horizontality, normal surface, ATL level, ASL level Code improvment V1.0 : First release. Only objects on ground. There is a correlation between Splendid Camera and Vehicles list when you use the scroll bar of the list, use scroll mouse instead. Dont forget to press alt when you switch from preview and desktop to paste the code, because of alt+tab, switch the camera speed. Credits & thanks: Bohemia Interactive for Arma 3 Karel Moricky (BIS) author of the BIS splendid camera Download link V1.3 : (script and demo mission) http://www.mediafire.com/download/6ycx1b9h7bje40v/object_positioning_system_v1_31.rar Edited February 7, 2014 by Lynx75 V1.31 final version Share this post Link to post Share on other sites
ei8ght 11 Posted August 4, 2013 Very awesome script dude thx Share this post Link to post Share on other sites
Guest Posted August 4, 2013 (edited) Thanks for sending us the release :cool: Release frontpaged on the Armaholic homepage. GID - Object Positioning System [bETA] v1.0 =================================================== We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Edited January 30, 2014 by Guest Share this post Link to post Share on other sites
lynx75 1 Posted August 5, 2013 Thanks Foxhounds for Armaholic hosting. Share this post Link to post Share on other sites
pokertour 30 Posted August 5, 2013 très bien penser Lynx ! et très utile aussi ! Merci Share this post Link to post Share on other sites
Guest Posted August 5, 2013 @pokertour Please write in English! §13) Write in EnglishPlease write only in English on the public forums. Avoid writing in any other language or any kind of slang or txt speak since the majority of the members most likely won't understand. In private messages you are of course welcome to write in any language you wish. Share this post Link to post Share on other sites
CSLALUKI 30 Posted August 5, 2013 Very nice script Lynx75 ! :bounce3: Share this post Link to post Share on other sites
tark 10 Posted August 7, 2013 Oh my god, thank you for this! If this can replace the semi-broken 3D Editor, that'd be absolutely fantastic! Can't wait to try it out :D. Share this post Link to post Share on other sites
lynx75 1 Posted August 7, 2013 Thanks everyone, this is a very early version. If you have some troubles with the UI, reduce your interface resolution to small size, i will fix it for the next release. I keep working on it to implement pitch/bank rotation and submarine object placement. This is just a tool for object positioning at the moment. Be aware that if you want to militarize the area, you have to use spawn technics after the creation of the buildings. Maybe in the future i will improve the tool for IA positionning. Thanks for reports :cool: Share this post Link to post Share on other sites
Sealife 22 Posted August 7, 2013 (edited) Hi , This is Great little tool many thanks :). could you please add some button for visitor user , what i think is use Diag_log maybe so when we import a model to visitor the code will be in this format "so this is the path to the model";x pos ; y pos ; z pos ; direction "bw_setbig_tubey_f" ;6395.95;4267.33;-31.2123;1; so maybe if you can get the created models and foreach send to a script something like ( i used to get for model path but now class is good with your thing , so need change of course" : private ["_model","_type","_config","_dir","_pos"];_model =_this select 0; _type = TypeOf _model; _config = getText (configFile >> "CfgVehicles" >> _type >> "Model") ; _dir = GetDir _model ; _pos = getposASL _model; diag_log format ["%1;%2;%3;%4;%5;",_type,_pos select 0,_pos select 1,_pos select 2,_dir]; I used to do it manually but was a pain , i can right simple radio trigger but with your new tool is going to be brilliant . Please understand Diag_log will add some "" but i respect it will always be needed some chage in Notepad ++ the lowercase and change ast ; and Land_ must be removed but its easy this piece . Many thanks already makes easier . Edited August 7, 2013 by Sealife Share this post Link to post Share on other sites
Vasilyevich 20 Posted August 7, 2013 This is awesome! Share this post Link to post Share on other sites
lynx75 1 Posted August 8, 2013 @Sealife I will take into account your need. I add a button to write the locked object characteristics in the RPT file. Be patent, the release will come soon :cool: Share this post Link to post Share on other sites
Sealife 22 Posted August 8, 2013 That would be vry much apprciated thankyou for your work Share this post Link to post Share on other sites
adanteh 58 Posted August 12, 2013 Great! In Arma2 I mainly used RTE do be able to do this stuff, but could work nicely. Share this post Link to post Share on other sites
lynx75 1 Posted August 12, 2013 Hi, its time for the release of the V1.1. First post updated. Change log : - Code improvment - UI improvment - Pitch/Bank Rotation - ATL/ASL coordinates system - Object filter - Log object charracteristics in RPT - Surface/Submarine object placement - Reset ground lvel, sea level, surface normal, horizontality Enjoy :cool: Share this post Link to post Share on other sites
aammooss1122 1 Posted August 13, 2013 I'm sorry to ask . But what exactly "call your script at the beginning of the mission" this step mean ?? And how it works ? Share this post Link to post Share on other sites
Sealife 22 Posted August 13, 2013 Great Stuff , I will be trying it ouy this evning and shall feedback , many thanks for the work , if you look for more inspoation pease search this Eurosymtec company who make some good ideas on use for this type of code in making terrains , that will give many inspiration and lots of fans too i dare say ;). Cheers Share this post Link to post Share on other sites
aammooss1122 1 Posted August 13, 2013 Anybody can answer my question above ??? Need help plz :( Share this post Link to post Share on other sites
Sealife 22 Posted August 13, 2013 Anybody can answer my question above ??? Need help plz :( Mean to esecute the script you created in point:3 the one you copied the objects too , so when your mission starts your buildings will be there once again where you placed them Share this post Link to post Share on other sites
lynx75 1 Posted August 13, 2013 (edited) this tools provide means to copy/paste the code required to spawn objects. It s for advanced mission designer, you have to know what you are doing. Here is an exemple of how to use it : i want build three sites A, B and C 1 -in my init.sqf i put the following code if (isServer) then { call compile preprocessFileLineNumbers "mission\initAllBuildings.sqf"; }; 2 - i create the script initAllBuildings.sqf in a directory named "mission" as in the demo mission. this script is responsible to create all the buildings. #include initA.sqf #include initB.sqf #include initC.sqf 3 - I create three scripts in the same directory as initAllBuildings.sqf : initA.sqf, initB.sqf and initC.sqf when i copy/paste the code from the lxOPS, i copy the code inside this scripts. 4 - when i ve finished and all the required code has beed copied, i remove the object positioning system from the mission Edited August 13, 2013 by Lynx75 Share this post Link to post Share on other sites
aammooss1122 1 Posted August 14, 2013 this tools provide means to copy/paste the code required to spawn objects.It s for advanced mission designer, you have to know what you are doing. i want build three sites A, B and C 1 -in my init.sqf i put the following code if (isServer) then { call compile preprocessFileLineNumbers "mission\initAllBuildings.sqf";};Thank you , I think i know how to set it work now . Share this post Link to post Share on other sites
jinker 19 Posted August 14, 2013 Thanks for this, I am really enjoying it. :) Share this post Link to post Share on other sites
tark 10 Posted August 14, 2013 Any chances for improving the position controls? Something that would allow for more fine adjustment, like 3D gizmos or somesuch? Share this post Link to post Share on other sites
lynx75 1 Posted August 14, 2013 Any chances for improving the position controls? Something that would allow for more fine adjustment, like 3D gizmos or somesuch? You have a combobox to tune the adjustment, by default its 10m, click on the combobox and use scrollmouse to choose adjustment 10m, 1m, 0.1m, 0.01m or 0.001m. Same for degree. Share this post Link to post Share on other sites