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{{Wiki|WIP|⧼WIP reason⧽}}
[[File:SPE Frontline Ingame.png|right|500px]]


= Tutorial =
This page explains how to draw a frontline on the map similar to how it is done in the Operation Cobra campaign of the [[Spearhead 1944]] CDLC.
This page explains how to draw a frontline on the map similar to how it is done in the Operation Cobra campaign of the [[Spearhead 1944]] CDLC.


<gallery mode="slideshow">
== Create Layer ==
SPE Frontline Ingame.png|thumb|Frontline Ingame
Create a layer in Eden Editor called ''Frontline Control Points''. This layer is referenced by the function to generate the frontline data points
</gallery>


[[File:]]
[[File:SPE Frontline Ingame.png|400px]]


< IMAGE GALLERY >
== Create Markers ==
Inside that layer, create as many markers as needed to shape the frontline (The wavy black line). These markers act as control points for bezier interpolation and their position will influence the curvature.
{{Feature|warning|The more markers you place, the more accurate your frontline will be, but the calculation will be more expensive and generating the data will take longer.}}


= Usage =
[[File:SPE Frontline Ingame.png|400px]]
# Create a layer in Eden Editor called ''Frontline Control Points''. This layer is referenced by the function to generate the frontline data points
< IMAGE >


 
== Start Preview ==
# Inside that layer, create as many markers as needed to shape the frontline (The wavy black line). These markers act as control points for bezier interpolation and their position will influence the curvature.
Execute the following code in the [[Arma 3: Debug Console]] from within [[Eden Editor]] to create a real-time preview of the frontline
{{Feature|warning|The more markers you place, the more accurate your frontline will be, but the calculation will be more expensive and generating the data will take longer.}}
Close the window that shows up for now. We will need it later.
< IMAGE >
 
# Execute the following code in the [[Arma 3: Debug Console]] from within [[Eden Editor]] to create a real-time preview of the frontline


<sqf>
<sqf>
Line 26: Line 23:
</sqf>
</sqf>


Close the window that shows up for now. We will need it later.
[[File:SPE Frontline Ingame.png|400px]]


# Now, drag the previously placed markers to shape the frontline. You can also add new markers by copy and pasting an existing one.
== Shape Frontline ==
Now drag the previously placed markers to shape the frontline. You can also add new markers by copy and pasting an existing one.
 
== Generate Data ==
Once you are happy with the shape of the frontline, execute the following code again in the [[Arma 3: Debug Console]] from within [[Eden Editor]].
Instead of "high", "very high" and "ultra" are available, although data generation will take significantly lower and the visual improvements might be neglegeable.


# Once you are happy with the shape of the frontline, execute the following code again in the [[Arma 3: Debug Console]] from within [[Eden Editor]].
<sqf>
<sqf>
[[], nil, "high"] call SPE_MISSIONUTILITYFUNCTIONS_fnc_generateFrontline;
[[], nil, "high"] call SPE_MISSIONUTILITYFUNCTIONS_fnc_generateFrontline;
</sqf>
</sqf>


Instead of "high", "very high" and "ultra" are available, although data generation will take significantly lower and the visual improvements might be neglegeable.
== Create Data File ==
Once the data was generated a window will show. Copy the content of the window and paste it into a script file. Place this script file into your mission folder. In our case we call it ''frontline_data.sqf'' and place it into the root of our test scenario
 
== Add Code ==
Add code that creates frontline for every client to the [[init.sqf]]. The script has local effect and thus needs to be run on every connecting client. Clients without [[hasInterface|interface]] are automatically excluded ([[Arma 3: Headless Client|headless clients]], [[isDedicated|dedicated server]])
 
'''init.sqf'''
<sqf>
[
  call compile preprocessFileLineNumbers "frontline_data.sqf",
] call SPE_MISSIONUTILITYFUNCTIONS_fnc_generateFrontline;
</sqf>


Once the data was generated a window will show. Copy the content of the window and paste it into a script file. Place this script file into your mission folder.
= Function Syntax =
Previews a frontline in Eden Editor, or depending on parameter, generates data for it so it can be created during runtime.
Path of border is defined in Eden Editor by placing markers of type "Select". Preview is updated if a marker is moved.


In our case we call it ''frontline_data.sqf'' and place it into the root of our test scenario
== Syntax ==
<sqf>[[], nil, "high"] call SPE_MISSIONUTILITYFUNCTIONS_fnc_generateFrontline;</sqf>


#
== Parameters ==
{| class="wikitable"
|-
! Index !! Data type !! Description !! Default value
|-
| 0 || [[Array]] || Data for placing the fill markers inside frontline. If this data is provided the function assumes that the frontline should be created during mission runtime. Leave this empty for previewing in the Editor || []
|-
| 1 || [[Boolean]] || True to draw axis area, false to not || false
|-
| 2 || [[String]] || Quality setting of the exported data
* "preview" - Used for preview, resolution is 500 m
* "very low" - Resolution 32 m
* "low" - Resolution 16 m
* "normal" - Resolution 8 m
* "high" - Resolution 4 m - WARNING: Generating data can take several minutes!
* "very high" - Resolution 2 m - WARNING: Generating data can take several minutes!
* "ultra" - Resolution 1 m - WARNING: Generating data can take several minutes!
|| "preview"
|-
| 3 || [[String]] || CfgMarker color of the inside fill || "SPE_ColorAllies"
|-
| 4 || [[String]] || CfgMarker color of the outside fill || "SPE_ColorAxis"
|-
| 5 || [[Number]] || Alpha of inside marker || 0.6
|-
| 6 || [[Number]]  || Alpha of outside marker || 0.6
|-
| 7 || [[Number]] || Interpolation quality of the border. Lower value means it's smoother, but generates more data || 0.002
|}


< IMAGE >
= Example Scenario =
* [https://1drv.ms/u/s!AvgETyKiA6bQreBAn764JAlaq4bQNw?e=aL47RD Download (OneDrive)]


  2.
= Limitatons =
  3. Execute this function (see examples below) to generate a preview. Be aware that the higher the quality is, the longer it takes to generate the data
As of [[Spearhead 1944]] v1 there are some limitations:
  4. Once the function has finished. A window will pop up that shows the generated data. This data is used to create the marker that fill the frontline
  5. Copy that data and past it into a script file. Place that script file into your mission folder
  6. During the mission execute example 1. Modify the parameters as you like.</nowiki>
# Numbered list item


= Function =
* Only one frontline can be drawn
Syntax: <sqf>[[], nil, "high"] call SPE_MISSIONUTILITYFUNCTIONS_fnc_generateFrontline;</sqf>
* Frontline can only be drawn from top to bottom e.g. as shown in the images above
* Outside area marker can be drawn on top of inside area markers. This will be fixed with {{GVI|arma3|2.14}}

Revision as of 19:12, 28 July 2023

SPE Frontline Ingame.png

Tutorial

This page explains how to draw a frontline on the map similar to how it is done in the Operation Cobra campaign of the Spearhead 1944 CDLC.

Create Layer

Create a layer in Eden Editor called Frontline Control Points. This layer is referenced by the function to generate the frontline data points

SPE Frontline Ingame.png

Create Markers

Inside that layer, create as many markers as needed to shape the frontline (The wavy black line). These markers act as control points for bezier interpolation and their position will influence the curvature.

The more markers you place, the more accurate your frontline will be, but the calculation will be more expensive and generating the data will take longer.

SPE Frontline Ingame.png

Start Preview

Execute the following code in the Arma 3: Debug Console from within Eden Editor to create a real-time preview of the frontline Close the window that shows up for now. We will need it later.

[[], nil, "preview"] call SPE_MISSIONUTILITYFUNCTIONS_fnc_generateFrontline;

SPE Frontline Ingame.png

Shape Frontline

Now drag the previously placed markers to shape the frontline. You can also add new markers by copy and pasting an existing one.

Generate Data

Once you are happy with the shape of the frontline, execute the following code again in the Arma 3: Debug Console from within Eden Editor. Instead of "high", "very high" and "ultra" are available, although data generation will take significantly lower and the visual improvements might be neglegeable.

[[], nil, "high"] call SPE_MISSIONUTILITYFUNCTIONS_fnc_generateFrontline;

Create Data File

Once the data was generated a window will show. Copy the content of the window and paste it into a script file. Place this script file into your mission folder. In our case we call it frontline_data.sqf and place it into the root of our test scenario

Add Code

Add code that creates frontline for every client to the init.sqf. The script has local effect and thus needs to be run on every connecting client. Clients without interface are automatically excluded (headless clients, dedicated server)

init.sqf

[ call compile preprocessFileLineNumbers "frontline_data.sqf", ] call SPE_MISSIONUTILITYFUNCTIONS_fnc_generateFrontline;

Function Syntax

Previews a frontline in Eden Editor, or depending on parameter, generates data for it so it can be created during runtime. Path of border is defined in Eden Editor by placing markers of type "Select". Preview is updated if a marker is moved.

Syntax

[[], nil, "high"] call SPE_MISSIONUTILITYFUNCTIONS_fnc_generateFrontline;

Parameters

Index Data type Description Default value
0 Array Data for placing the fill markers inside frontline. If this data is provided the function assumes that the frontline should be created during mission runtime. Leave this empty for previewing in the Editor []
1 Boolean True to draw axis area, false to not false
2 String Quality setting of the exported data
  • "preview" - Used for preview, resolution is 500 m
  • "very low" - Resolution 32 m
  • "low" - Resolution 16 m
  • "normal" - Resolution 8 m
  • "high" - Resolution 4 m - WARNING: Generating data can take several minutes!
  • "very high" - Resolution 2 m - WARNING: Generating data can take several minutes!
  • "ultra" - Resolution 1 m - WARNING: Generating data can take several minutes!
"preview"
3 String CfgMarker color of the inside fill "SPE_ColorAllies"
4 String CfgMarker color of the outside fill "SPE_ColorAxis"
5 Number Alpha of inside marker 0.6
6 Number Alpha of outside marker 0.6
7 Number Interpolation quality of the border. Lower value means it's smoother, but generates more data 0.002

Example Scenario

Limitatons

As of Spearhead 1944 v1 there are some limitations:

  • Only one frontline can be drawn
  • Frontline can only be drawn from top to bottom e.g. as shown in the images above
  • Outside area marker can be drawn on top of inside area markers. This will be fixed with Arma 3 logo black.png2.14