Construction Interface – Arma 2

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Revision as of 11:53, 11 January 2023 by Lou Montana (talk | contribs) (Text replacement - "<code>" to "<code style="display: block">")
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Construction Interface (CoIn) is universal system for base construction primarily made for Warfare 2.

Initialization

Paths

Editor:

Modules (F7) > Construction Interface

Data:

ca\modules\coin

Startup

Place CoIn module manager where you want to have base center (you can change this position dynamically during the game). You can place as many construction sites as you want.

Every logic is automatically named BIS_coin_#, where # is number starting from 0.


Using synchronization (F5)

Units with access to given construction site can now be defined using synchronization (F5) and synchronizeObjectsAdd command.

Optional parameters

Set variables to BIS_coin_# with desired values

  • BIS_COIN_name = <string>; - Name of construction (displayed in action menu and GUI)
Example: BIS_coin_0 setvariable ["BIS_COIN_name","Base"];
Default value: "" (no name)
  • BIS_COIN_rules = <array> or <side>; - Rules which defines which units have access to construction. Can be either list of specific units or whole side.
Example: BIS_coin_0 setvariable ["BIS_COIN_rules",[west,guer_commander]];
Default value: []
  • BIS_COIN_categories = <array>; - List of categories
Example: BIS_coin_0 setvariable ["BIS_COIN_categories",["Base","Defence"]];
Default value: []
  • BIS_COIN_items = <array>; - List of items to buy. Preview class (green transparent building) have to be named buildingclass_preview.

Array cointains building class, it' price in array (first element is funds' ID - see below, second is actual price; if only price is set, funds' ID will be 0) and display name

Example:
bis_coin_0 setvariable ["BIS_COIN_items",
	[
		//--- Class, Category, Cost or [fundsID,Cost], (display name)
		["USMC_WarfareBBarracks","Base",200],
		["USMC_WarfareBLightFactory","Base",[0,300],"Chocolate factory"]
	]
];
Default value: []
  • BIS_COIN_funds = <string> or <array>; - Variable(s) which stores amount of funds.
Example 1: BIS_coin_0 setvariable ["BIS_COIN_funds","money_account"];
Example 2: BIS_coin_0 setvariable ["BIS_COIN_funds",["supply_account","money_account"]];
Default value: 0
  • BIS_COIN_fundsDescription = <string> or <array>; - Variable(s) which stores description of funds types.
Example 1: BIS_coin_0 setvariable ["BIS_COIN_fundsDescription","CZK"];
Example 2: BIS_coin_0 setvariable ["BIS_COIN_fundsDescription",["€","$"]];
Default value: "$"
  • BIS_COIN_areasize = <array>; - Size of construction area (camera can't move outside of this circle and no building can be build there). Format of array is [radius,height]
Example: BIS_coin_0 setvariable ["BIS_COIN_areasize",[50,20]];
Default value: [150,50]
  • BIS_COIN_actionCondition = <string>; - String - condition for showing CoIn "Construction" action. If false, action never apperars. Can be changed on fly. Passed arguments: _this, _target.
Example: BIS_coin_0 setvariable ["BIS_COIN_actionCondition","(time < 30) && ((damage _this) < 0.5)"]; - construction actions will be visible only till T 30 and to players not damaged too much
Default value: true
Note: Use with caution, because action is calculated every frame and complex condition on multiple construction sites can take large amount of reserved scripting time.
  • BIS_COIN_onStart = <code style="display: block">; - Code which is executed when CoIn interface is started. Can be used to update CoIn variables just in time. Passed arguments is [logic]
Example: BIS_coin_0 setvariable ["BIS_COIN_onstart",{player globalchat "Starting CoIn view.}];
Default value: {}
Note: Warning! System starts only after code is finished.
  • BIS_COIN_onSelect = <code style="display: block">; - Code which is executed when some building type is selected from menu. Passed arguments are [logic, class, preview building]
Example: BIS_coin_0 setvariable ["BIS_COIN_onselect",{globalClass = _this select 0}];
Default value: {}
  • BIS_COIN_onPurchase = <code style="display: block">; - Code which is executed when some building is purchased. Once code is completed, building is constructed. Passed argument is array in format [class,position,direction].
Example: BIS_coin_0 setvariable ["BIS_COIN_onPurchase",{sleep 2}]; - building appears after two seconds
Default value: {}
Note: Warning! System continues only after code is finished.
  • BIS_COIN_onConstruct = <code style="display: block">; - Code which is executed when some building is created in the world. Passed argument is array in format [logic, object, class,position,direction].
Example: BIS_coin_0 setvariable ["BIS_COIN_onconstruct",{sleep 2; deleteVehicle (_this select 1);}]; - building appears and is deleted after two seconds
Default value: {}
  • BIS_COIN_onRepair = <code style="display: block">; - Code which is executed when some building is repaired. Once code is completed, building is repaired. Passed arguments are [logic, object].
Example: BIS_coin_0 setvariable ["BIS_COIN_onrepair",{sleep 2}]; - building is repaired after 2 seconds
Default value: {} (Building is immediately repaired)
Note: Warning! System continues only after code is finished. Building can be repaired by pressing User 13 key.
  • BIS_COIN_onSell = <code style="display: block">; - Code which is executed when some building is sold. Once code is completed, building is deleted. Passed argument is [logic, object]
Example: BIS_coin_0 setvariable ["BIS_COIN_onsell",{sleep 2}]; - building is deleted after 2 seconds
Default value: {} (Building is immediately sold)
Note: Warning! System continues only after code is finished. Building can be sold by pressing User 14 key.