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OrbDamu

[Help] Creating Custom Trader signs in 0.9.8

8 posts in this topic

To create signs for custom traders in the previous exile versions, I would add something like this in my initServer.sqf which included the sign class, worldspace coordinates and the bearing of the sign:

["Exile_Sign_WasteDump", [8175.2,10898.8,-0.595539], 204.0, false], 	//OGs Custom Wastedump Sign
["Exile_Sign_WasteDump", [9245.24,22160.2,0.24951], 158.978, false], 	//OGs Custom Wastedump Sign
["Exile_Sign_Armory", [21561.3,10902.1,-0.595539], 132.986, false],     //OGs Custom Armory Sign
["Exile_Sign_Armory", [9261.72,22165.8,-0.595539], 109.831, false]		//OGs Custom Armory Sign

However now, I notice that many objects are entered in this format:

["Exile_Sign_WasteDump", [2983.77,18132.1,1.31246], [[-0.197041,-0.980395,0],[0,0,1]], [false, false]],

Would someone be able to explain how exactly the orientation/bearing of the sign is displayed in this particular format? Is it some type of vector? I can't figure out how to convert from the bearing I want the sign to face to this. Otherwise, if someone else has a better way of putting in custom signs/objects, please let me know. Thanks for the help!

Edited by OrbDamu

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24 minutes ago, Mr Health And Safety said:

it would look like [6635.21,3846.63,10.1247] lol. you have only posted the position and altitude, not the angle.

O xD 

I am busy with the esseker map trying to move the lockers,  this is my line:

["Exile_Locker", [6635.21,3846.63,10.1247], [[0,1,0],[0,0,1]], [false, false]],

But when i save, build pbo and start the server. its not at the coords :|

Can you help me?

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I added the lockers in just fine using Eden Editor. I also use m3e_3den, it makes it much easier and you can export the data needed so you just paste it in.

I know your code looks different but with out the bit at the end its hard to know for sure what your code means.

private _objects = [
    ["Exile_Locker",[7349.85,5315.35,42.5894],[[0.103395,0.99464,0.000151457],[-0.00146484,0,0.999999]],[false,false]],
	["Exile_Locker",[7346.2,5315.8,42.5839],[[0.103395,0.99464,0.000151457],[-0.00146484,0,0.999999]],[false,false]],
];
{
	private _object = (_x select 0) createVehicle [0,0,0];
	_object setPosASL (_x select 1);
	_object setVectorDirAndUp (_x select 2);
	_object enableSimulationGlobal ((_x select 3) select 0);
	_object allowDamage ((_x select 3) select 1);
} forEach _objects;

 

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3 hours ago, Mr Health And Safety said:

I added the lockers in just fine using Eden Editor. I also use m3e_3den, it makes it much easier and you can export the data needed so you just paste it in.

I know your code looks different but with out the bit at the end its hard to know for sure what your code means.


private _objects = [
    ["Exile_Locker",[7349.85,5315.35,42.5894],[[0.103395,0.99464,0.000151457],[-0.00146484,0,0.999999]],[false,false]],
	["Exile_Locker",[7346.2,5315.8,42.5839],[[0.103395,0.99464,0.000151457],[-0.00146484,0,0.999999]],[false,false]],
];
{
	private _object = (_x select 0) createVehicle [0,0,0];
	_object setPosASL (_x select 1);
	_object setVectorDirAndUp (_x select 2);
	_object enableSimulationGlobal ((_x select 3) select 0);
	_object allowDamage ((_x select 3) select 1);
} forEach _objects;

 

Dude, Thank you! using the editor with m3e_3den is awesome and sorted out all my problems. thank you again!

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22 minutes ago, Bothric said:

Dude, Thank you! using the editor with m3e_3den is awesome and sorted out all my problems. thank you again!

LOL np :) i thought it was how everyone did it tbh. 

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