Spearhead 1944 Code Snippets: Difference between revisions

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= Determine positions of craters on terrain =
== Determine positions of craters on terrain ==


The craters that are part of the terrain, are not objects.
The craters that are part of the terrain, are not objects.
Line 9: Line 9:
In order to detect craters within 10 meters around the player, use the following code:
In order to detect craters within 10 meters around the player, use the following code:
<sqf>
<sqf>
(nearestObjects [player, [], 10]) select  
(nearestObjects [player, [], 10]) select
{
{
  ((getModelInfo _x) # 0) in ["spe_crater_decal_large.p3d","spe_crater_decal_small.p3d"]
((getModelInfo _x) # 0) in ["spe_crater_decal_large.p3d","spe_crater_decal_small.p3d"]
};
};
</sqf>
</sqf>


= Enable revive system on AI joining the player group =
 
== Enable revive system on AI joining the player group ==


Certain scripts/missions/mods allow the player to recruit AI to his group or add reinforcements to the player group.
Certain scripts/missions/mods allow the player to recruit AI to his group or add reinforcements to the player group.


{{Feature|important|The enhanced revive module needs to be put into the mission (or the scripted setup used).}}  
{{Feature|important|The enhanced revive module needs to be put into the mission (or the scripted setup used).}}


<sqf>
<sqf>
//initPlayerLocal.sqf/init.sqf with if (hasInterface) then {...};
// initPlayerLocal.sqf/init.sqf with if (hasInterface) then { ... };


(group player) addEventHandler ["UnitJoined",
(group player) addEventHandler ["UnitJoined",
{
{
    params ["_group", "_newUnit"];
params ["_group", "_newUnit"];


    [_newUnit] call SPE_MissionUtilityFunctions_fnc_ReviveToksaInit;
[_newUnit] call SPE_MissionUtilityFunctions_fnc_ReviveToksaInit;
    [_newUnit] call SPE_MissionUtilityFunctions_fnc_ReviveToksaActionsInit;
[_newUnit] call SPE_MissionUtilityFunctions_fnc_ReviveToksaActionsInit;
}];
}];
</sqf>
</sqf>


= Highlight Rivers in [[Eden Editor]] =
 
== Highlight Rivers in [[:Category:Eden Editor|Eden Editor]] ==
 
<sqf>
<sqf>
if is3DEN then
if is3DEN then
{
{
  collect3DENHistory
collect3DENHistory
  {
{
    private _layerID = -1 add3DENLayer "River Objects";
private _layerID = -1 add3DENLayer "River Objects";
    private _riverObjects = nearestTerrainObjects [[0.5 * worldSize, 0.5 * worldSize, 0], ["RIVER"], sqrt 2 / 2 * worldSize];
private _riverObjects = nearestTerrainObjects [[0.5 * worldSize, 0.5 * worldSize, 0], ["RIVER"], sqrt 2 / 2 * worldSize];


    _riverObjects apply
_riverObjects apply
    {
{
      (create3DENEntity ["Comment", "", getPosATL _x]) set3DENLayer _layerID;
(create3DENEntity ["Comment", "", getPosATL _x]) set3DENLayer _layerID;
    };
};
  };
};
};
};
</sqf>
</sqf>


= Highlight Bridges in [[Eden Editor]] =
 
== Highlight Bridges in [[:Category:Eden Editor|Eden Editor]] ==
 
<sqf>
<sqf>
if is3DEN then
if is3DEN then
{
{
  collect3DENHistory
collect3DENHistory
  {
{
    private _layerID = -1 add3DENLayer "Bridge Objects";
private _layerID = -1 add3DENLayer "Bridge Objects";
    private _bridges = nearestTerrainObjects [[0.5 * worldSize, 0.5 * worldSize, 0], ["ROAD", "MAIN ROAD", "TRACK"], sqrt 2 / 2 * worldSize];
private _bridges = nearestTerrainObjects [[0.5 * worldSize, 0.5 * worldSize, 0], ["ROAD", "MAIN ROAD", "TRACK"], sqrt 2 / 2 * worldSize];


    _bridges apply
_bridges apply
    {
{
      if ("bridge" in toLower (str _x)) then
if ("bridge" in toLower (str _x)) then
      {
{
        private _entity = create3DENEntity ["Comment", "", getPosATL _x];
private _entity = create3DENEntity ["Comment", "", getPosATL _x];
        _entity set3DENAttribute ["Description", str _x];
_entity set3DENAttribute ["Description", str _x];
        _entity set3DENLayer _layerID;
_entity set3DENLayer _layerID;
      };
};
    };
};
  };
};
};
};
</sqf>
</sqf>


= Highlight Strongpoints in [[Eden Editor]] =
 
== Highlight Strongpoints in [[:Category:Eden Editor|Eden Editor]] ==
 
<sqf>
<sqf>
if is3DEN then
if is3DEN then
{
{
  collect3DENHistory
collect3DENHistory
  {
{
    private _layerID = -1 add3DENLayer "Strongpoints";
private _layerID = -1 add3DENLayer "Strongpoints";
    private _strongpoints = nearestLocations [[0.5 * worldSize, 0.5 * worldSize, 0], ["StrongpointArea"], sqrt 2 / 2 * worldSize];
private _strongpoints = nearestLocations [[0.5 * worldSize, 0.5 * worldSize, 0], ["StrongpointArea"], sqrt 2 / 2 * worldSize];
 
 
    _strongpoints apply
_strongpoints apply
    {
{
      private _pos = locationPosition _x;
private _pos = locationPosition _x;
      _pos set [2, 0];
_pos set [2, 0];
      private _entity = create3DENEntity ["Comment", "", _pos];
private _entity = create3DENEntity ["Comment", "", _pos];
      _entity set3DENLayer _layerID;
_entity set3DENLayer _layerID;
    };
};
  };
};
};
};
</sqf>
</sqf>


[[Category: Spearhead 1944]]
[[Category: Spearhead 1944]]

Latest revision as of 22:56, 8 April 2024

Determine positions of craters on terrain

The craters that are part of the terrain, are not objects.

Normandy-Crater.jpg

They usually have crater decals in them but the once present on the terrain do not link to the config versions which makes detecting them is harder.

In order to detect craters within 10 meters around the player, use the following code:

(nearestObjects [player, [], 10]) select { ((getModelInfo _x) # 0) in ["spe_crater_decal_large.p3d","spe_crater_decal_small.p3d"] };


Enable revive system on AI joining the player group

Certain scripts/missions/mods allow the player to recruit AI to his group or add reinforcements to the player group.

The enhanced revive module needs to be put into the mission (or the scripted setup used).

// initPlayerLocal.sqf/init.sqf with if (hasInterface) then { ... }; (group player) addEventHandler ["UnitJoined", { params ["_group", "_newUnit"]; [_newUnit] call SPE_MissionUtilityFunctions_fnc_ReviveToksaInit; [_newUnit] call SPE_MissionUtilityFunctions_fnc_ReviveToksaActionsInit; }];


Highlight Rivers in Eden Editor

if is3DEN then { collect3DENHistory { private _layerID = -1 add3DENLayer "River Objects"; private _riverObjects = nearestTerrainObjects [[0.5 * worldSize, 0.5 * worldSize, 0], ["RIVER"], sqrt 2 / 2 * worldSize]; _riverObjects apply { (create3DENEntity ["Comment", "", getPosATL _x]) set3DENLayer _layerID; }; }; };


Highlight Bridges in Eden Editor

if is3DEN then { collect3DENHistory { private _layerID = -1 add3DENLayer "Bridge Objects"; private _bridges = nearestTerrainObjects [[0.5 * worldSize, 0.5 * worldSize, 0], ["ROAD", "MAIN ROAD", "TRACK"], sqrt 2 / 2 * worldSize]; _bridges apply { if ("bridge" in toLower (str _x)) then { private _entity = create3DENEntity ["Comment", "", getPosATL _x]; _entity set3DENAttribute ["Description", str _x]; _entity set3DENLayer _layerID; }; }; }; };


Highlight Strongpoints in Eden Editor

if is3DEN then { collect3DENHistory { private _layerID = -1 add3DENLayer "Strongpoints"; private _strongpoints = nearestLocations [[0.5 * worldSize, 0.5 * worldSize, 0], ["StrongpointArea"], sqrt 2 / 2 * worldSize]; _strongpoints apply { private _pos = locationPosition _x; _pos set [2, 0]; private _entity = create3DENEntity ["Comment", "", _pos]; _entity set3DENLayer _layerID; }; }; };