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scroll tho the line 264 and change to
_line = [tostring[9],"class ",_buildingClass,tostring[13],tostring[9],"{",tostring[13],tostring[9],tostring[9],"table = ""Military",buildingcategory,""";"]joinstring "";
https://www.youtube.com/watch?v=AzsXJIqhd2U&feature=emb_logo
"lootpos.pbo" in "lootpos\init\fn_init.sqf" line 221 says, "Press 3 to complete class before exporting file", and 3 is autogeneration. There you need to fix the record on button 4.
Do steps 1-3 like @Kääriäinen said and change this(start line 239):
//Create array with all buildings
_allBuildings = [];
_allBuildings = [12000,12000] nearObjects ["House",12000];
//array of all valid buidling classes
to this:
//Create array with all buildings
private ["_worldSideSize", "_mapCenter", "_scanRadiusSize"];
_worldSideSize = worldName call BIS_fnc_mapSize;
_mapCenter = _worldSideSize / 2;
_scanRadiusSize = _mapCenter * (sqrt 2);
_allBuildings = [];
_allBuildings = [_mapCenter,_mapCenter] nearObjects ["House",_scanRadiusSize];
//array of all valid buidling classes
That will dynamically get size of map and calculate truly radius of scan.
1) Go to "\Steam\steamapps\common\Arma 3\!Workshop\@Exilemod Loot Position Creator\addons"
2) Unpack lootpos.pbo and go to extracted folder "lootpos\init"
3) Open fn_init.sqf and change line 60:
From:
_line = [tostring[9],"class ",buildingClass,": ",buildingcategory,tostring[13],tostring[9],"{"]joinstring "";
To:
_line = [tostring[9],"class ",buildingClass,tostring[13],tostring[9],"{",tostring[13],tostring[9],tostring[9],"table = """,buildingcategory,""";"]joinstring "";
4) Save the file, repack it back into lootpos.pbo - done.
Now it will be making classes in the same format as you have them in your config.cpp, except for loot positions being listed each in their own line (which is better anyway).
For any class of building, I get some thing like: class Land_Garaz_bez_tanku: ReplaceMe
I get that I have to put a building type (like "Tourist", "Military", etc...) for each building, but there's hundreds of them.
Tried every thing but nothing worked. This tool doesn't save me any time.
Great work, thanks for sharing it.
_line = [tostring[9],"class ",buildingClass,": ",buildingcategory,tostring[13],tostring[9],"{"]joinstring "";
to
_line = [tostring[9],"class ",buildingClass,tostring[13],tostring[9],"{",tostring[13],tostring[9],tostring[9],"table = """,buildingcategory,""";"]joinstring "";
Thanks for only intuitive tool for loot positioning out there.
Its easy to use and works fine.
I used auto generate entire map and worked very well.
Nice job man! ;)
none of the keys specified here work, I can press 9 or the 9 on numberpad but they do not display any instructions.
I'm wondering if it would be possible to have a button that would spawn sample loot (So we can see how it's laying on an object or so). I could add it, but I can't find the files to edit :3
how about a small function that returns every house classname used on the map without doing something with them.
its hard (in general) to keep track of which class names are already done. if we'd have a list we could spawn in the houses we need rather than moving through all map and see for class names that are missing =)
second, would it be possible to check if a class name was already done when we hit the init for a building or is that to specific to a map for beeing used in a tool like this? something like check all map buildings, set a var on each and as soon as we finish spot creation it chnages it. so we cant do a class name twice.
Thanks :)
I though about it and it is fairly hard to do, sorry
for the wishlist.. would it be possible to implement a "save" and "load" option to be able to do the list? right now i need to do all buildings in one session to avoid double entries. maps like tavi are so huge that its hard to do in one session.
if its too hard, screw it. its already great as is stands =)