mech 3 Posted April 6, 2014 (edited) Hi, we are creating complete locations with many objects for a scenario. As we make want to make it as real as possible, we even put a dozen of pens, computers,... you know what I mean. But that also means that after briefing and gearing up, I need to remove our base, when we left it and put it back, when we come back home. Same for the objectives, we must create them, when a player gets near and need to remove everything, when the player leaves. My idea: 1. Create every location seperately in MCC and create seperate SQMs 2. Every area needs to feel as real as possible (many many objects) 3. Create triggers and when player gets near (<2km) that area, it gets created. 4. if player leaves (>3km) that area, everything gets deleted What I know so far: 1. how to use MCC and how to create SQMs 2. How to use triggers and how to execute scripts 3. Script basics What I do not know: 1. How can I use SQM format in scripts? 2. How can I put all these objects from SQM format into an array for example so I can delete them later? Any other ideas are very welcome. What will I give back? 1. I will post the objective sides here, when the scripts are completed and working so everybody can use them. 2. Love... <3 Thanks in advance! Edited April 6, 2014 by mech Share this post Link to post Share on other sites
mech 3 Posted April 14, 2014 Jut in case someone is curious: I have not found a complete solution yet but I have one, that just works without objects on top of each other. 1. Launch Arma with CBA and MCC 2. In 2d Editor create some object in the middle of the area, you want to decorate and name is "grabber_marker1" or whatever. 3. Create a radio trigger that does [getPos grabber_marker1, 200, false] call BIS_fnc_objectsGrabber 4. Go "Preview" and edit the heck out of that place. 5. In MCC select "Export to SQM". 6. tab out of Arma and create a new mission directory in your usermissions (normally your documents/Arma 3/missions) and name it propperly (name.Island). 7. create a mission.sqm in that directory and open it with any texteditor (I suggest Notepad++). 8. STRG+V in the empty doc and save. 9. Tab back to Arma and load that new mission. 10. Join this new map with your old one with the trigger and your grabber_marker1. 11. Save it (just in case). Hint: After you saved it again, it is actually compatible with some SQB to SQF editors... just so that you know. 12. Preview and activate your radio trigger, you again have something in your clipboard. 13. Tab back to your mission directory and create a textfile script_marker1.sqf (or whatever) and paste the content of the clipboard inside. 14. Back in Arma empty the map except for the grabber_marker1. It must not be moved! If you delete it accidentally you can not replace it by hand! 15. Create 2 radios. Alpha: fob1 = [getPos grabber_marker1, 0, call (compile (preprocessFileLineNumbers "script_marker1.sqf"))] call BIS_fnc_ObjectsMapper; Bravo: { deleteVehicle _x; } forEach fob1; 16 go preview and have fun creating and deleting and creating and deleting... Bugs: The mapper can not create objects on top of each other, not even with a little space in between. Hescos for example will look like this: Thx to everybody that helped so far. Share this post Link to post Share on other sites