Gestern veröffentlichte Raven bereits sein Trench Generator, heute folgt der dazu passende Wall Generator. Dies ist ein Script, ihr müsst es aber selber einfügen und plazieren. Danach solltet ihr eine Menge an Walls erstellen können. Ihr könntet das ja mal versuchen in einer Mission einzubauen. Würde mich sehr freuen, wenn das einer mal ausprobieren könnte. Informationen darüber bitte an mich.
Scriptcode
SCRIPT
CODE
; *************************************************************************************
; ** Script Name: PARAPETO.SQS
; ** Description: Weapon wall of objects for cover
; *************************************************************************************
; ** Author: RAVEN
; *************************************************************************************
; ** Invocation: [this, “BolsaArena”, 10.4, Inv_XY, [Ajx, AJy, AJz]] exec “Parapeto.sqs”
; *************************************************************************************
; ** Parametro1 = logical drive that it contains call to script
; ** Parametro2 = Object to use to raise trench
; ** Parametro3 = Amount of used bags as it bases
; ** Parametro4 = Amount of bags of stop in dig in
; *************************************************************************************
_marca = _this select 0
_obj = _this select 1
_base = _this select 2
_alt = _this select 3
_InvXY = _this select 4
_AjDim = _this select 5
_canElem = count _this
;--- Determina dimensiones de objeto
_tipo = _obj createvehicle [0,0,0]
_dim = boundingBox _tipo
;deletevehicle _tipo
_Ang = 0
_Ajx = 0; _Ajy = 0; _Ajz = 0
? _canElem < 6 : goto "Calculos"
_Ajx = _AjDim select 0
_Ajy = _AjDim select 1
_Ajz = _AjDim select 2
#Calculos
_set1 = _dim select 1
_px1 = (_set1 select 0) + _Ajx
_py1 = (_set1 select 2) + _Ajy
_pz1 = (_set1 select 1) + _Ajz
_dx = (_px1 * 2)
_dy = (_py1 * 2)
_dz = _pz1
? _InvXY : _dx = (_py1 * 2); _dy = (_px1 * 2); _Ang = 90
_direc = direction _marca
_direc2 = _direc + _Ang
? _direc2 > 360: _direc2 = _direc2 - 360
_direc = _direc + 90
_ddd = _direc
_direc = _direc2
_direc2 = _ddd
_posm = getpos _marca
_posx = _posm select 0
_posy = _posm select 1
_posz = _posm select 2
_xx = _posx
_yy = _posy
? _base > 30: _base = 30
? _alt > 10: _alt = 10
_pz = _posz - (_dz / 2)
_fila = 0
#ciclo1
_pz = _pz + _dz
_fila = _fila + 1
? _fila > _alt : goto "salida"
_dd1= 0
_dd2= 0
? (_fila mod 2) == 0: _dd1 = (_dx / 2); _dd2 = (_dx / 2)
_largo= 0
_posx = _xx
_posy = _yy
_ini = true
#ciclo2
_largo = _largo + 1
? ((_fila mod 2) == 0): goto "ciclo3"
? (_largo > 1): goto "ciclo3"
? not _ini: goto "ciclo3"
_posx1= _posx + ((_dx/2) * sin(_direc2))
_posy2= _posy + ((_dx/2) * cos(_direc2))
_pone = _obj createvehicle [0,0,0]
_pone setpos [_posx1, _posy2, (_posz + _pz)]
_pone setdir _direc
_ini = false
#ciclo3
_posx = _posx + (_dx * sin(_direc2))
_posy = _posy + (_dx * cos(_direc2))
? _largo > _base : goto "ciclo4"
? (_fila mod 2 > 0): _sy = _posy; _sx = _posx
? (_fila mod 2 == 0): _sy = _posy - (_dd2 * cos(_direc2)); _sx = _posx - (_dd1 * sin(_direc2))
_pone = _obj createvehicle [0,0,0]
_pone setpos [_sx, _sy, (_posz + _pz)]
_pone setdir _direc
goto "ciclo2"
#ciclo4
_posx= _posx - ((_dx/2) * sin(_direc2))
_posy= _posy - ((_dx/2) * cos(_direc2))
_pone = _obj createvehicle [0,0,0]
_pone setpos [_posx, _posy, (_posz + _pz)]
_pone setdir _direc
goto "ciclo1"
#salida
exit
Englischer Kommentar
COMMENTARIES:
The first parameter is the unit that will be used like anchor to take its direction and position and from those data, to conform the wall of objects. (It is Generally a logical drive).
The second parameter talks about the object-addon that will be used like component of the wall (ej: BolsaArena, FenceWood, etc).
Third, it is the amount of objects used like length of the wall. (Maximum of 30, but it is possible to be modified in script)
The quarter, is the amount of objects used like height of the wall. (Maximum of 10, but it is possible to be modified in script)
Fifth it is a logical field (true/false) that it indicates if the dimensions of wide length and of the object must be reversed due to a different disposition from the design of addon used like component.
Finally (he is optional), the sixth parameter is an Array of 3 elements that contains the values modifiers of dimensions of to be used object-component if it is required by differences of design of he himself on the part of his creator.
This script accompanies to a previous liberation (generating by trenches) and in he himself addon of sand stock-market is enclosed.
The same addon, other script. I hope you enjoy it.
As you can see (not only for this) he is a genius. He doesn't play, he loves making scripts and missions.