Dynamic Object Compositions – Arma 2

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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
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
Correct Classnames:
{|
|-
|SmallBase
|-
|CityBase01
|-
|CityBase02
|-
|CityBase04
|-
|BunkerMedium01
|-
|BunkerMedium02
|-
|BunkerMedium03
|-
|BunkerMedium04
|-
|BunkerMedium05
|-
|BunkerMedium06
|-
|BunkerMedium07
|-
|BunkerMedium08
|-
|BunkerMedium09
|-
|BunkerMedium10
|-
|GuardPost_US
|-
|GuardPost2_US
|-
|GuardPost3_US
|-
GuardPost4_US
|-
|GuardPost5_US
|-
|GuardPost6_US
|-
|GuardPost7_US
|-
|GuardPost8_US
|-
|SmallNest_US
|-
|VehicleShelter_US
|-
|FuelDepot_US
|-
|CheckPoint1_US
|-
|AntiAir1_US
|-
|Firebase1_US
|-
|FuelDump1_US
|-
|RadarSite1_US
|-
|VehicleParking1_US
|-
|HeliParking1_US
|-
|AirplaneParking1_US
|-
|WeaponsStore1_US
|-
|Camp1_US
|-
|Camp2_US
|-
|Camp3_US
|-
|MediumTentCamp_RU
|-
|MediumTentCamp2_RU
|-
|MediumTentCamp3_RU
|-
|AntiAir1_RU
|-
|Firebase1_RU
|-
|FuelDump1_RU
|-
|RadarSite1_RU
|-
|VehicleParking1_RU
|-
|HeliParking1_RU
|-
|AirplaneParking1_RU
|-
|WeaponsStore1_RU
|-
|Camp1_RU
|-
|Camp2_RU
|-
|GuardPost_CDF
|-
|VehicleShelter_CDF
|-
|TankDitch_CDF
|-
|TankDitch2_CDF
|-
|CityBase03
|-
|BunkerSmall01
|-
|MediumTentCamp_napa
|-
|SmallTentCamp_napa
|-
|SmallTentCamp2_napa
|-
|Camp1_INS
|-
|Camp2_INS
|-
|FiringRange1
|-
|FiringRange2
|-
|FiringRange3
|-
|FiringRange4
|-
|FiringRange5
|-
|FiringRange6
|-
|FiringRange7
|-
|FiringRange8
|-
|FiringRange9
|-
|FiringRange10
|-
|FiringRange11
|-
|FiringRange_Wreck1
|-
|FiringRange_Wreck2
|-
|FiringRange_Wreck3
|-
|FiringRange_Wreck4
|-
|FiringRange_Wreck5
|-
|FiringRange_Wreck6
|-
|FiringRange_Wreck7
|-
|FiringRange_Water1
|-
|FiringRange_Water2
|}

Revision as of 05:00, 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

Correct Classnames:

GuardPost4_US
SmallBase
CityBase01
CityBase02
CityBase04
BunkerMedium01
BunkerMedium02
BunkerMedium03
BunkerMedium04
BunkerMedium05
BunkerMedium06
BunkerMedium07
BunkerMedium08
BunkerMedium09
BunkerMedium10
GuardPost_US
GuardPost2_US
GuardPost3_US
GuardPost5_US
GuardPost6_US
GuardPost7_US
GuardPost8_US
SmallNest_US
VehicleShelter_US
FuelDepot_US
CheckPoint1_US
AntiAir1_US
Firebase1_US
FuelDump1_US
RadarSite1_US
VehicleParking1_US
HeliParking1_US
AirplaneParking1_US
WeaponsStore1_US
Camp1_US
Camp2_US
Camp3_US
MediumTentCamp_RU
MediumTentCamp2_RU
MediumTentCamp3_RU
AntiAir1_RU
Firebase1_RU
FuelDump1_RU
RadarSite1_RU
VehicleParking1_RU
HeliParking1_RU
AirplaneParking1_RU
WeaponsStore1_RU
Camp1_RU
Camp2_RU
GuardPost_CDF
VehicleShelter_CDF
TankDitch_CDF
TankDitch2_CDF
CityBase03
BunkerSmall01
MediumTentCamp_napa
SmallTentCamp_napa
SmallTentCamp2_napa
Camp1_INS
Camp2_INS
FiringRange1
FiringRange2
FiringRange3
FiringRange4
FiringRange5
FiringRange6
FiringRange7
FiringRange8
FiringRange9
FiringRange10
FiringRange11
FiringRange_Wreck1
FiringRange_Wreck2
FiringRange_Wreck3
FiringRange_Wreck4
FiringRange_Wreck5
FiringRange_Wreck6
FiringRange_Wreck7
FiringRange_Water1
FiringRange_Water2