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#1 Posted at 2012-11-09 17:53        
     
I just made come camps in the 3D editor that bis secretly provided and now i cannot import them into a mission in a way that i can see them in the editor. This is what I'm trying to import.



activateAddons [
];

activateAddons [];
initAmbientLife;

_objectComposition_0 = [[1169.6237, 1392.663, -3.8146973e-006], 0, "SmallBase"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectmapper.sqf"));

_objectComposition_1 = [[1264.4705, 1377.8063, -3.8146973e-006], 0, "CityBase01"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectmapper.sqf"));

_objectComposition_2 = [[1311.574, 1374.3729, -3.8146973e-006], 0, "CityBase02"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectmapper.sqf"));

_objectComposition_3 = [[1310.1497, 1323.7031, 0], 0, "CityBase04"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectmapper.sqf"));

_objectComposition_4 = [[1256.7262, 1319.5313, -7.6293945e-006], 0, "BunkerMedium01"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectmapper.sqf"));

_objectComposition_5 = [[1213.437, 1322.2986, -3.8146973e-006], 0, "BunkerMedium02"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectmapper.sqf"));

_objectComposition_6 = [[1176.6534, 1322.4452, -1.1444092e-005], 0, "BunkerMedium03"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectmapper.sqf"));

_objectComposition_7 = [[1142.6324, 1323.9961, -3.8146973e-006], 0, "BunkerMedium04"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectmapper.sqf"));

_objectComposition_8 = [[1090.9043, 1375.5612, -1.5258789e-005], 0, "GuardPost_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectmapper.sqf"));

_objectComposition_9 = [[1111.3969, 1433.8147, 0], 0, "GuardPost2_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectmapper.sqf"));

_objectComposition_10 = [[1114.1632, 1388.1128, 1.5258789e-005], 0, "GuardPost3_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectmapper.sqf"));

_objectComposition_11 = [[1130.3612, 1465.3458, -1.9073486e-005], 0, "SmallNest_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectmapper.sqf"));

_objectComposition_12 = [[1151.6849, 1440.7612, -7.6293945e-006], 0, "VehicleShelter_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectmapper.sqf"));

_objectComposition_13 = [[1160.8225, 1518.886, 1.1444092e-005], 0, "FuelDepot_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectmapper.sqf"));

_objectComposition_14 = [[1214.8759, 1602.7852, -7.6293945e-006], 0, "AntiAir1_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectmapper.sqf"));

_objectComposition_15 = [[1300.4642, 1619.4668, -3.8146973e-006], 0, "CheckPoint1_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectmapper.sqf"));

_objectComposition_16 = [[1243.2667, 1514.6516, -3.8146973e-006], 0, "AntiAir1_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectmapper.sqf"));

_objectComposition_17 = [[1135.7128, 1604.2091, -1.9073486e-005], 0, "Firebase1_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectmapper.sqf"));

_objectComposition_18 = [[1190.3075, 1652.548, 3.8146973e-006], 0, "FuelDump1_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectmapper.sqf"));

_objectComposition_19 = [[1084.5034, 1562.5614, 3.8146973e-006], 0, "RadarSite1_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectmapper.sqf"));

_objectComposition_20 = [[1017.309, 1618.5977, -7.6293945e-006], 0, "WeaponsStore1_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectmapper.sqf"));

_objectComposition_21 = [[1058.0942, 1639.7119, -3.8146973e-006], 0, "Camp1_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectmapper.sqf"));

_objectComposition_22 = [[1080.8021, 1633.976, 0], 0, "HeliParking1_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectmapper.sqf"));

_objectComposition_23 = [[1172.2262, 1692.0543, -1.1444092e-005], 0, "Camp3_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectmapper.sqf"));

_objectComposition_24 = [[1149.6342, 1756.0221, 4.5776367e-005], 0, "Camp1_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectmapper.sqf"));

_objectComposition_25 = [[1134.9182, 1720.8566, 1.5258789e-005], 0, "Camp1_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectmapper.sqf"));

_objectComposition_26 = [[1200.4432, 1857.2926, 9.5367432e-005], 0, "AirplaneParking1_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectmapper.sqf"));

_this = createCenter west;
_center_0 = _this;

_group_0 = createGroup _center_0;

_unit_2 = objNull;
if (true) then
{
  _this = _group_0 createUnit ["US_Soldier_AA_EP1", [1172.7743, 1604.8903, 7.6293945e-006], [], 0, "CAN_COLLIDE"];
  _unit_2 = _this;
  _this setUnitAbility 0.60000002;
  if (true) then {_group_0 selectLeader _this;};
  if (true) then {selectPlayer _this;};
};

processInitCommands;
runInitScript;
finishMissionInit;


Author Message

Pirin  



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#2 Posted at 2012-11-09 19:28        
     
//Spawns the object composition defined by class name "FuelDump1_US" on position _pos on a random angle.
private ["_newObjs"];
_newObjs = [_pos, random 360, "FuelDump1_US"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf"));


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Posts: 175
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Country: us
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In-game name: Starsky396

 
#3 Posted at 2012-11-09 20:37        
     
What i was looking for is to see the objects in the editor.


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Pirin  



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#4 Posted at 2012-11-09 21:13        
     
Can't do that with dynamic compositions. You could convert one from 3D and merge it, but that kinda does away with the whole dynamic part of things. :)

There's a preview mission you can use to see what they all look like or just look here.


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Posts: 175
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In-game name: Starsky396

 
#5 Posted at 2012-11-10 02:19        
     
how do i merge a 3d mission?


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Pirin  



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#6 Posted at 2012-11-10 02:23        
     
What I do is this:

Build up whatever EMPTY VEHICLES or OBJECTS I want to make a base or whatever using the 3D view.
Then I place a CENTER, a GROUP and a single UNIT anywhere (this unit won't survive the conversion).

Save the mission.

Then I use this tool to convert the mission to a 2D mission. Then I swap to the 2D editor and MERGE that new 2D mission with my real mission and get the base I laid out. The single unit I put down won't be there though, that was just so i could save.


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Posts: 175
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Level: Member

Country: us
Location: New jersey
Occupation: Flying
Age: 20
In-game name: Starsky396

 
#7 Posted at 2012-11-10 20:58        
     
Didn't work. What I'm trying to do is load a mission with all the camps that the dynO module has into a 2d mission so I can use them as templates


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Pirin  



Posts: 1547
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Country: us
Location: Atlanta, GA
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#8 Posted at 2012-11-10 21:18        
     
They already are templates, that's the whole point of the dynamic object system. :) You just can't see them in the editor without previewing first.


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Posts: 175
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#9 Posted at 2012-11-10 23:49        
     
aww. thats what i am trying to do. I wanted to see them in the editor so i can improve on them.


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Pirin  



Posts: 1547
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Country: us
Location: Atlanta, GA
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#10 Posted at 2012-11-11 01:12        
     
The only way to really improve them would be to make your own, so might as well just do that. :)


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Posts: 175
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Country: us
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#11 Posted at 2012-11-12 01:24        
     
Managed to map out all the bases by getting there coordinates and now I have all the bases! Sadly the file glitched and now is read only


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#12 Posted at 2013-01-02 14:47        
     
I dont know if you have found your info, but take a look on here. http://www.armaholic.com/forums.php?m=posts&q=12891
If your finich whit building and will make a .pbo file to play whit your friends before u save it as MPmissionfile, go to your arma folder at documents where you put the .sqf file init (you see 2 files whit name mission,, .SQM and .SQF),change the file mission.sqf to mission1.sqf ,, go to the editor and save it as MPmission file (.PBO) and u ready to play.

Take the time to read a topic , many info are already on the forum.





Tags: 3D, Editor, Script