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Donation: Custom Building Position #1136
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This is a clever idea. Does it need the visible LODs for something or could that be made empty? |
I honestly don't know, it might be possible to delete them but then that might have unintended consequences. |
Maybe it needs the LOD, but one could delete all vertices. I will mess around with it tomorrow. |
That would be great, as I merely had the idea and did the config, while I asked a friend from my unit if he would be so kind as to provide me with the necessary .p3d |
Apparently the model is required for the object to snap to the surface of the bunker and terrain. I replaced the empty texture with the Arma go to empty texture |
Ah yes that makes sense, nice! |
Sorry, if i didn't get the implementation of this feature right, but can we have some custom CBA's CBA's custom 'nearestBuilding' function will be usefull in this case too (to return only buildings, skipping custom positions). |
What makes them related? Think of these custom building positions to be "invisible micro buildings with a single AI building position at the center". To return all custom building positions 200 meters around the player, you could use: nearestObjects [player, ["CBA_BuildingPos"], 200] apply {_x buildingPos 0} |
Placed inside 'main' building bounding box / synced in editor. IMHO, as a scripter i want to be able to treat house and custom positions as single entity (e.g. to spawn garrisoned units). Also i may not be aware of does mission have these invisible micro buildings or not (e.g. ai behaviour mod) - using functions will be also helpful to prevent unexpected behavior in this case (e.g. random selected mostly custom position in single building instead of few houses across the village). |
use two functions and merge the results in one array ¯\(ツ)/¯ |
I don't really see the problem with only the building position anyway. I mean most garrison scripts for example already have options if units should be garrisoned equally or building by building. In both cases I don't see how the custom building position would make distribution unequal by chance. |
@commy2 |
So I made this little custom building position, which is basically a small invisible object that can be placed down in the editor with one building position configured at its center.
-What does it do? It adds a small invisible disk object (much like a tiny invisible helipad) that has 1 building position at its center.
-How is this helpful? Well, it works together with scripts that utilize building positions. Its most obvious use would be extending the functionality of garrison and loot scripts. In those cases it would allow for additional building positions to be "added" to buildings that already have some preconfigured, or "adding" building positions to structures that don't have any (such as the bunker tower, used in the sample screenshots).
Sample Screenshots: (note that the disk is still visible in these screenshots as I hadn't configured the invisible texture at that point yet)
https://i.imgur.com/poaiquU.jpg
https://i.imgur.com/Sv51wP0.jpg
Source files can be found here:
https://github.com/G3rrus/Custom-Building-Position
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