Dynamic Object Compositions – Arma 2

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List of all compositions with pictures: http://www.armatechsquad.com/ArmA2Class/A2/Objects/compositions/
List of all compositions with pictures: http://www.armatechsquad.com/ArmA2Class/A2/Objects/compositions/
While the list above is useful, some of the composition classnames are incorrect in the pictures. See this forum posting for correct classnames: http://forums.bistudio.com/showpost.php?p=1324350&postcount=49

Revision as of 04:53, 5 January 2011


Note: this page is a work-in-progress! More info to follow as soon as possible.

Introduction

The Dynamic Object module (DynO) was made to make spawning entire sets / templates of objects much easier (e.g. an entire base). It is possible to spawn specific sets of objects or ask a library for a random set matching a list of tags. The system is flexible so that anyone may grab new sets, register them and all systems using the DynO sets will spawn the new sets as well.

How to add BIS compositions

To add one of the BIS premade compositions simply create a gamelogic and the code below into the init field

_newComp = [(getPos this), (getDir this), "FuelDump1_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf"));

Where "FuelDump1_US" is the composition name you want to spawn (check composition library for names of BIS compositions).

You can also spawn compositions by searching the library for matching tags, for example:

_newComp = [(getPos this), random 360, ["usmc", "medium"]] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf"));

Where "usmc" & "medium" are the tags used.

Creating custom compositions

How to create a custom composition:

1) Download the objectGrabber & objectMapper scripts: [1]

2) Open the editor (2d) using the map "Render Island" or another island with some flat space.

3) Create & save a mission. Then put the objectGrabber.sqf script into the mission folder.

4) Place your objects on the map.

5) If you want a custom object init you have to use this format in the initialization field of the object otherwise it wont be grabbed: this setvariable ["VehicleInit","<YOUR INITSTRING>;"]

6) Place the player unit in the middle of your composition and put this in its init:

null = [getpos this,200] execvm "objectGrabber.sqf"; // (200 is the radius, adjust when needed).

7) Preview the mission, the objects are now written in arma2.rpt

8) Copy all text between "startgrabbing" and "endgrabbing" (not the ### lines) and paste this in the file composition_template.sqf at the marked area.

9) Remove , at the last line of the copied text.

     Example arma2.rpt:
     ["MASH",[0,0,0],0,1,0],
     ["Land_GuardShed",[35.9503,29.7019,0],0,1,0],
     ["ACamp",[-41.3973,-33.6524,0],0,1,0],
     After editing:
     ["MASH",[0,0,0],0,1,0],
     ["Land_GuardShed",[35.9503,29.7019,0],0,1,0],
     ["ACamp",[-41.3973,-33.6524,0],0,1,0]

It should now look like the example in with the scripts

10) Then save the file as "yourCompositionName.sqf"

Spawning custom compositions

To place your custom composition in your mission

1) Place the objectMapper.sqf file into your mission directory.

2) Create a folder called 'compositions' in your mission directory and place the composition there.

3) Place a game logic on the map and put this in the init: null = ["test_comp", getDir this, getPos this] execVM "objectMapper.sqf (replace "test_comp" with your own compositioname without '.sqf')

4) Preview the mission and your composition is placed (you can place multiple and different compositions at once).

Composition library

List of all compositions with pictures: http://www.armatechsquad.com/ArmA2Class/A2/Objects/compositions/

While the list above is useful, some of the composition classnames are incorrect in the pictures. See this forum posting for correct classnames: http://forums.bistudio.com/showpost.php?p=1324350&postcount=49