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[HowTo] Add Buildings or other Objects


Suppe

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thank you Suppe, you are great!

Tried adding an airplane just for the fun of it to test it and see how things work.

 

i added this: {"usaf_c5", {4201, 10851.4, 0}, 150},

 

under propsPos[]= but it would work, is there another place i have to add vehicles for it to spawn?

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hey,

 

yes, this is if you use "follow terrain" or chance the x from one part.... the cpp, dont actept "setvectorup" or such an extra stuff....  build without "follow terrain" oder use the costum.pbo to add the stuff

 

download the custom.pbo (link in my main post or in the a3 editor) save your project with "export sqf" as YOURPROJEKTNAME and put this in the pbo (folder mapcontant)

 

add to the init in the pbo:

call compile preprocessFileLineNumbers "\x\addons\custom\mapcontent\YOURPROJEKTNAME.sqf";

 

so you can easily add always something, and with all features (setvectorup or follow terrain)

 

have fun :-)

 

if you need more infos, just ask :D

hey Suppe you mean that I can add any new building object with setvectorup and nicely done without editing the config.hpp in EpochHive ? sorry I just getting started on playing editor :)

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yes, download the custom.pbo (link in my main post or in the a3 editor) save your project with "export sqf" as YOURPROJEKTNAME and put this in the pbo (folder mapcontant)

 

add to the init in the pbo:

call compile preprocessFileLineNumbers "\x\addons\custom\mapcontent\YOURPROJEKTNAME.sqf";

 

repack the pbo, and place in: \arma3\epochHive\addons

 

so you can easily add always something, and with all features (setvectorup or follow terrain)

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Sorry for my stupidness.

 

If i have read this thread correctly all i need to do is take the code from my added buildings using @a3editor (maca's) and add it to my config.cpp? 

 

sorry scripting is not a strong point for me. I already saved the file before reading and when i tried to load and "copy Epoch CFG to Clipbord" however it wouldn't let me. 

 

Like i said i am really sorry that i am lacking the braincell to actually manage this without assistance. 

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I figured out my problem earlier so i put "nvm". But now im wondering if you could add vehicles. I added 3 vehicles the same way i did by adding the buildings. But when i did that, nothing happen. There is nothing there. So can you do it with vehicles or not or am i doing something wrong?

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  • 2 weeks later...
  • 4 weeks later...

azimuth :

1: an arc of the horizon measured between a fixed point (as true north) and the vertical circle passing through the center of an object usually in astronomy and navigation clockwise from the north point through 360 degrees

2: horizontal direction expressed as the angular distance between the direction of a fixed point (as the observer's heading) and the direction of the object


Just FYI ;)

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  • 2 weeks later...

Hi  it seems like i lack the brainpower to make this work. i have made a custom pvp area  ( Check ) i have copyed it to clip board ( Check ).

i have downloadet the altis.h file ( the hole .pbo not only the file ;-) (check ).

i have pasted it in the file after traders citys and removede the last , but dont seem to work....is i doing somthing wrong ?

Hope someone whit the brain cells can help out.

 

 

            { "Land_LampShabby_F", { 18451.7, 14285.3, 0 }, 221.564 },
            { "Land_HBarrier_1_F", { 18458.1, 14290.3, 0.0128841 }, 317.438 },
            //Air Drop Event Helipad Start
            { "Land_dp_bigTank_F", {14328.1,13488.2,-0.64909101}, 182 },
            //PVP Area
            {"Sign_F", {23799, 16280.6, 0}, 0},
            {"Land_wpp_Turbine_V1_F", {23770.1, 16222.5, 0}, 0},
            {"Land_i_House_Big_02_V2_dam_F", {23744.4, 16223.5, 0}, 0},
            {"Land_i_House_Small_02_V1_dam_F", {23757.5, 16207.1, 0}, 0},
            {"Land_d_House_Big_02_V1_F", {23733.3, 16224, 0}, 0},
            {"Land_u_House_Small_01_V1_F", {23722.3, 16223, 0}, 0},
            {"Land_u_House_Small_01_V1_F", {23758.3, 16193.7, 0}, 90.4504},
            {"Land_u_House_Big_02_V1_F", {23725, 16202.1, 0}, 0},
            {"Land_u_House_Big_02_V1_F", {23714.1, 16201.6, 4.76837e-007}, 0},
            {"Land_u_House_Big_02_V1_F", {23703.8, 16202.9, 4.76837e-007}, 0},
            {"Land_d_House_Small_01_V1_F", {23700, 16217.7, 0}, 0},
            {"Land_d_House_Big_01_V1_F", {23704.6, 16178.6, 0}, 0},
            {"Land_d_House_Small_02_V1_F", {23737, 16184.6, 0}, 0},
            {"Land_d_Addon_02_V1_F", {23685.3, 16195.9, 0}, 271.351},
            {"Land_Unfinished_Building_01_F", {23752.2, 16245.2, 0}, 117.729},
            {"Land_d_House_Small_02_V1_F", {23721.7, 16248, 0}, 0},
            {"Land_i_Barracks_V1_F", {23673, 16239.2, 0}, 83.2716},
            {"Land_i_Barracks_V1_F", {23779.5, 16199.3, 0}, 269.915},
            {"Land_MilOffices_V1_F", {23763.2, 16166.2, 0}, 0},
            {"Land_Cargo_Tower_V2_F", {23769.2, 16236.2, 0}, 0},
            {"Land_Cargo_Tower_V2_F", {23722.9, 16163.8, 0}, 268.48},
            {"Land_u_House_Big_02_V1_F", {23727.7, 16137.4, 4.76837e-007}, 0},
            {"Land_u_House_Big_02_V1_F", {23716.1, 16137.4, 4.76837e-007}, 0},
            {"Land_u_House_Big_02_V1_F", {23703.6, 16134, 0.000737667}, 0},
            {"Land_Cargo_HQ_V2_F", {23703, 16249.4, 0}, 0},
            {"Land_d_House_Big_02_V1_F", {23687, 16155.6, 0.00148869}, 91.8862},
            {"Land_u_House_Small_01_V1_F", {23677.5, 16174.2, 0}, 0},
            {"Land_d_House_Small_01_V1_F", {23759.2, 16136.5, 0}, 0},
            {"Land_u_House_Small_02_V1_F", {23677.8, 16140.4, 0}, 0},
            {"Land_d_Addon_02_V1_F", {23690.7, 16126.3, 0}, 0},
            {"Land_u_Addon_02_V1_F", {23737.7, 16249.9, 0}, 0},
            {"Land_BagFence_Round_F", {23691.9, 16140.8, 0}, 0},
            {"Land_BagFence_Round_F", {23692.3, 16143.2, 0.00130129}, 189.515},
            {"Land_BagFence_Round_F", {23690.8, 16178.9, 0.00260258}, 0},
            {"Land_BagFence_Round_F", {23691.3, 16182.6, 0.00390387}, 183.901},
            {"Land_BagFence_Round_F", {23743.5, 16144.6, 0.00520515}, 130.65}
    };
    staticNpcPos[] = {
            // tradercity 1
            { "C_man_w_worker_F", { 13323.1, 14527.3, 0.00144649 }, 201.163 },
            { "C_man_w_worker_F", { 13331.2, 14524.6, 0.00144362 }, 182.606 },
            { "C_Orestes", { 13318, 14518.3, 0 }, 173.189 },
            { "C_man_shorts_4_F_asia", { 13349.9, 14490.7, 0.750791 }, 339.975 },

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Hi  it seems like i lack the brainpower to make this work. i have made a custom pvp area  ( Check ) i have copyed it to clip board ( Check ).

i have downloadet the altis.h file ( the hole .pbo not only the file ;-) (check ).

i have pasted it in the file after traders citys and removede the last , but dont seem to work....is i doing somthing wrong ?

Hope someone whit the brain cells can help out.

 

 

Nevermind, found out i was far up i had a misstake, works like a charm now :-)

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@ Steven1230

 

Hey,

 

yes, this is if you use AiA parts... I dont know a good way to figure out which item work, but if u now altis very good u now what objects or buildings places there, then u use only this ones :D

 

maybe a other user has a solution....

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Build what you want with the A3 Editor, save coordinates for your cpp (press "copy Epoch CFG to Clipbord"), then past this in a empty txt file, or directly into the cpp.

*with the custom pbo you can specify more features, such as set vector and so

 

I can't find this option in the A3 Editor. There is no button or other that is called "copy Epoch CFG to Clipbord". Ther isn't even any Epoch config.

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Ah Ok, As I see you are talking about this "Arma3 3d editior" not about the original editor. We are using xcam to edit the map. In this tool you cant copy any data to clipboard. only export into sqm, sqf or for the terrain builder.

 

But when I get a sqf file from this editor, it should be easy to add these sqf and intitialize it in the init.sqf by using the compile synthax, isn't it?

 

That was the old way in Arrma2. But there you had to edit the sqf file with an text-editor (start and end). I think in Arma3 this isnt necessary. Somebody has got experiences with that way in Arma3?

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Adding mapcontent by using sqf files is working in Arma3 too. Its exactly the same as in Arma2.

But it seems that the only editor which is able to export usefull sqf files is this A3 3D editor (M3 Editor).

And the problems/errors which are at arma2 are in Arma3 back again. When you are using special classnames it can happen that it isn work and nothing is spawning.

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Adding mapcontent by using sqf files is working in Arma3 too. Its exactly the same as in Arma2.

But it seems that the only editor which is able to export usefull sqf files is this A3 3D editor (M3 Editor).

And the problems/errors which are at arma2 are in Arma3 back again. When you are using special classnames it can happen that it isn work and nothing is spawning.

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