Arma 3
Uri Jul 27, 2015 @ 6:57am
Positioning relativ to a Marker
Hey, is there a tool so I can design a Base and get it's coordinates relative to a Marker and not the actual map location ?
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Seb Aug 13, 2015 @ 10:20pm 
create a marker and place your base objects using setpos relatively to the marker position

_mybuilding setPos [ (getPos _mymarker select 0) + 5, (getPos _mymarker select 1) + 5, 0];

this should move _mybuilding to the marker position and move it 5 meters away from the marker in both X and Y axis.
Uri Aug 15, 2015 @ 1:04am 
I know how to place objects,

I mean as an example if you design a base in the editor the position of each building is relativ to the map.

I want to port this layout (base) to a script which let the base spawn at random location where a Marker has been placed on the map.
Seb Aug 15, 2015 @ 1:52am 
Originally posted by Uri:
I want to port this layout (base) to a script which let the base spawn at random location where a Marker has been placed on the map.

that's what i said just build you base attaching all objects around one main object (a marker or whatever) then u can move that "one" object and it will move the hole base wherever you want as it's all attached to a main frame. if not you'd have to setpos of each object of your base relatively to the desired marker i guess (which is harder to get imo).
m@gicpanda Aug 20, 2015 @ 2:13am 
Load up an empty mission in editor.

Place a player at an Airport or nice flat ground.
Place a Zeus Module

Preview mission and press Y. Build base or spawn a pre configured one from groups > Empty.

Once you are happy, press Y, stand in the middle of the base, press esc and type [getPos player, 50] call BIS_fnc_objectsGrabber; and hit LOCAL EXEC.

The rest is explained here. https://forums.bistudio.com/topic/163625-dynamic-object-compositions-doc/?p=2575685

You can call the whole base to a marker with

0 = [positionWhereYouWantToSpawnYourComposition, azimutOfYourComposition, call (compile (preprocessFileLineNumbers "yourComposition.sqf"))] call BIS_fnc_ObjectsMapper;

Uri Aug 25, 2015 @ 12:00pm 
Originally posted by m@gicpanda:
Load up an empty mission in editor.

Place a player at an Airport or nice flat ground.
Place a Zeus Module

Preview mission and press Y. Build base or spawn a pre configured one from groups > Empty.

Once you are happy, press Y, stand in the middle of the base, press esc and type [getPos player, 50] call BIS_fnc_objectsGrabber; and hit LOCAL EXEC.

The rest is explained here. https://forums.bistudio.com/topic/163625-dynamic-object-compositions-doc/?p=2575685

You can call the whole base to a marker with

0 = [positionWhereYouWantToSpawnYourComposition, azimutOfYourComposition, call (compile (preprocessFileLineNumbers "yourComposition.sqf"))] call BIS_fnc_ObjectsMapper;


Amazing that what I was looking for, thank you very much dude!
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Date Posted: Jul 27, 2015 @ 6:57am
Posts: 5