Dynamic Object Compositions – Arma 2

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[[Category:ArmA_2:_Editor_Modules]]
[[Category:Arma 2:_Editor_Modules]]
 
'''Note: this page is a work-in-progress! More info to follow as soon as possible.'''


== Introduction ==
== 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.
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.
{{Informative|This page was written for {{arma2}}.}}


== How to add BIS compositions ==
== How to add BIS compositions ==


To add one of the BIS premade compositions simply create a gamelogic and put <pre>_newComp = [(getPos this), (getDir this), "FuelDump1_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf"));</pre>
To add one of the BIS premade compositions simply create a gamelogic and the code below into the init field <pre>_newComp = [(getPos this), (getDir this), "FuelDump1_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf"));</pre>
Where ''"FuelDump1_US"'' is the composition name you want to spawn (check composition library for names of BIS compositions).
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: <pre>_newComp = [(getPos this), random 360, ["usmc", "medium"]] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf"));</pre>
You can also spawn compositions by searching the library for matching tags, for example: <pre>_newComp = [(getPos this), random 360, ["usmc", "medium"]] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf"));</pre>
Where ''"usmc"'' & ''"medium"'' are the tags used.
Where ''"usmc"'' & ''"medium"'' are the tags used.


== Custom compositions ==
== Creating custom compositions ==


How to create a custom composition:
How to create a custom composition:


1) Download the objectGrabber & objectMapper scripts: [http://www.filefront.com/15846565/custom_compositions.rar]
1) Download the customized (from [http://forums.bistudio.com/showthread.php?130462-How-do-I-precisely-place-local-objects-consistently&p=2096215&viewfull=1#post2096215 this post]) objectGrabber & objectMapper scripts : [http://www.mediafire.com/?ilgwjijl4gxpg8c]


2) Open the editor (2d) using the map "Render Island" or another island with some flat space.
2) Open the editor (2d) using the map "Render Island" or another island with some flat space.
Line 30: Line 29:


6) Place the player unit in the middle of your composition and put this in its init:
6) Place the player unit in the middle of your composition and put this in its init:
<pre>null = [getpos this,200] execvm "objectGrabber.sqf"; // (200 is the radius, adjust when needed).</pre>
<pre>null = [getpos this,200] execVM "objectGrabber.sqf"; // (200 is the radius, adjust when needed).</pre>


7) Preview the mission, the objects are now written in arma2.rpt
7) Preview the mission, the objects are now written in arma2.rpt
Line 40: Line 39:
       Example arma2.rpt:
       Example arma2.rpt:
       ["MASH",[0,0,0],0,1,0],
       ["MASH",[0,0,0],0,1,0],
       ["Land_GuardShed",[35.9503,29.7019,0],0,1,0],
       ["Land_GuardShed",[35.9503,29.7019,0],0,1,0,{}],
       ["ACamp",[-41.3973,-33.6524,0],0,1,0],
       ["ACamp",[-41.3973,-33.6524,0],0,1,0,{}]''','''


       After editing:
       After editing:
       ["MASH",[0,0,0],0,1,0],
       ["MASH",[0,0,0],0,1,0],
       ["Land_GuardShed",[35.9503,29.7019,0],0,1,0],
       ["Land_GuardShed",[35.9503,29.7019,0],0,1,0,{}],
       ["ACamp",[-41.3973,-33.6524,0],0,1,0]
       ["ACamp",[-41.3973,-33.6524,0],0,1,0,{}]
      It should now look like the example in with the scripts
 
It should now look like the example in with the scripts


10) Then save the file as "yourCompositionName.sqf"
10) Then save the file as "yourCompositionName.sqf"
IMPORTANT NOTE: The above process is not working in ArmA III. See [http://forums.bistudio.com/showthread.php?173396-Dynamic-Object-Compositions-(DoC)&p=2641626&viewfull=1#post2641626 this thread] for information about a compatible one.
== 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).
IMPORTANT NOTE: The above process is not working in ArmA III. See [http://forums.bistudio.com/showthread.php?173396-Dynamic-Object-Compositions-(DoC)&p=2641626&viewfull=1#post2641626 this thread] for information about a compatible one.


== Composition library ==
== Composition library ==
[http://forums.bistudio.com/showthread.php?s=7a61764b758d515d2d989266e9e80ec3&p=1673511#post1673511 Rok's script to put all on map]
{{Important|NOTE: While the list above is useful, some of the composition classnames are incorrect in the pictures.}}
===List of 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
===List of classnames: OA===


List of all compositions with pictures: http://www.armatechsquad.com/ArmA2Class/Objects/compositions/
* SmallBase_EP1
* CityBase01_EP1
* CityBase02_EP1
* CityBase04_EP1
* BunkerMedium01_EP1
* BunkerMedium02_EP1
* BunkerMedium03_EP1
* BunkerMedium04_EP1
* BunkerMedium05_EP1
* BunkerMedium06_EP1
* BunkerMedium07_EP1
* BunkerMedium08_EP1
* BunkerMedium09_EP1
* BunkerMedium10_EP1
* GuardPost_US_EP1
* GuardPost2_US_EP1
* GuardPost3_US_EP1
* GuardPost4_US_EP1
* GuardPost5_US_EP1
* GuardPost6_US_EP1
* GuardPost7_US_EP1
* GuardPost8_US_EP1
* SmallNest_US_EP1
* VehicleShelter_US_EP1
* FuelDepot_US_EP1
* CheckPoint1_US_EP1
* AntiAir1_US_EP1
* Firebase1_US_EP1
* FuelDump1_US_EP1
* RadarSite1_US_EP1
* VehicleParking1_US_EP1
* HeliParking1_US_EP1
* AirplaneParking1_US_EP1
* WeaponsStore1_US_EP1
* Camp1_US_EP1
* Camp2_US_EP1
* Camp3_US_EP1
* MediumTentCamp_TK_EP1
* MediumTentCamp2_TK_EP1
* MediumTentCamp3_TK_EP1
* AntiAir1_TK_EP1
* Firebase1_TK_EP1
* FuelDump1_TK_EP1
* RadarSite1_TK_EP1
* VehicleParking1_TK_EP1
* HeliParking1_TK_EP1
* AirplaneParking1_TK_EP1
* WeaponsStore1_TK_EP1
* Camp1_TK_EP1
* Camp2_TK_EP1
* GuardPost_CZ_EP1
* VehicleShelter_CZ_EP1
* TankDitch_CZ_EP1
* TankDitch2_CZ_EP1
* CityBase03_CZ_EP1
* BunkerSmall01_CZ_EP1
* MediumTentCamp_GUE_EP1
* SmallTentCamp_GUE_EP1
* SmallTentCamp2_GUE_EP1
* Camp1_TKM_EP1
* Camp2_TKM_EP1
* MPA_infoKiosk1
* MPA_infoKiosk2
* MPA_infoKiosk3

Revision as of 13:13, 2 May 2020


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.

This page was written for Arma 2.

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 customized (from this post) 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"


IMPORTANT NOTE: The above process is not working in ArmA III. See this thread for information about a compatible one.

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).


IMPORTANT NOTE: The above process is not working in ArmA III. See this thread for information about a compatible one.

Composition library

Rok's script to put all on map

NOTE: While the list above is useful, some of the composition classnames are incorrect in the pictures.

List of 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

List of classnames: OA

  • SmallBase_EP1
  • CityBase01_EP1
  • CityBase02_EP1
  • CityBase04_EP1
  • BunkerMedium01_EP1
  • BunkerMedium02_EP1
  • BunkerMedium03_EP1
  • BunkerMedium04_EP1
  • BunkerMedium05_EP1
  • BunkerMedium06_EP1
  • BunkerMedium07_EP1
  • BunkerMedium08_EP1
  • BunkerMedium09_EP1
  • BunkerMedium10_EP1
  • GuardPost_US_EP1
  • GuardPost2_US_EP1
  • GuardPost3_US_EP1
  • GuardPost4_US_EP1
  • GuardPost5_US_EP1
  • GuardPost6_US_EP1
  • GuardPost7_US_EP1
  • GuardPost8_US_EP1
  • SmallNest_US_EP1
  • VehicleShelter_US_EP1
  • FuelDepot_US_EP1
  • CheckPoint1_US_EP1
  • AntiAir1_US_EP1
  • Firebase1_US_EP1
  • FuelDump1_US_EP1
  • RadarSite1_US_EP1
  • VehicleParking1_US_EP1
  • HeliParking1_US_EP1
  • AirplaneParking1_US_EP1
  • WeaponsStore1_US_EP1
  • Camp1_US_EP1
  • Camp2_US_EP1
  • Camp3_US_EP1
  • MediumTentCamp_TK_EP1
  • MediumTentCamp2_TK_EP1
  • MediumTentCamp3_TK_EP1
  • AntiAir1_TK_EP1
  • Firebase1_TK_EP1
  • FuelDump1_TK_EP1
  • RadarSite1_TK_EP1
  • VehicleParking1_TK_EP1
  • HeliParking1_TK_EP1
  • AirplaneParking1_TK_EP1
  • WeaponsStore1_TK_EP1
  • Camp1_TK_EP1
  • Camp2_TK_EP1
  • GuardPost_CZ_EP1
  • VehicleShelter_CZ_EP1
  • TankDitch_CZ_EP1
  • TankDitch2_CZ_EP1
  • CityBase03_CZ_EP1
  • BunkerSmall01_CZ_EP1
  • MediumTentCamp_GUE_EP1
  • SmallTentCamp_GUE_EP1
  • SmallTentCamp2_GUE_EP1
  • Camp1_TKM_EP1
  • Camp2_TKM_EP1
  • MPA_infoKiosk1
  • MPA_infoKiosk2
  • MPA_infoKiosk3