[AI] Stalker

Bandit mission : import from m3editor convert(SOLVED)

4 posts in this topic

Ok here is my question.

I have a m3editor sqf containing the following static positions.
 

Spoiler

[
    ["Land_HBarrierWall6_F",[23139.4,18320,0],310,0,0,false],
    ["Land_HBarrierWall6_F",[23134.4,18313.5,0],310,0,0,false],
    ["Land_HBarrierWall6_F",[23129.4,18307,0],310,0,0,false],
    ["Land_HBarrierWall6_F",[23144.5,18326.5,0],310,0,0,false],
    ["Land_HBarrierWall6_F",[23124.4,18300.7,0],310,0,0,false],
    ["Land_HBarrierWall6_F",[23149.5,18333,0],310,0,0,false],
    ["Land_HBarrierWall6_F",[23125.4,18297.5,0],216.818,0,0,false],
    ["Land_HBarrierWall6_F",[23132,18292.9,0],216.818,0,0,false],
    ["Land_HBarrierWall6_F",[23138.6,18287.6,0],223.182,0,0,false],
    ["Land_HBarrierWall6_F",[23144.8,18282.5,0],222.727,0,0,false],
    ["Land_HBarrierWall6_F",[23151.1,18277.2,0],222.727,0,0,false],
    ["Land_HBarrierWall6_F",[23157.4,18271.8,0],222.727,0,0,false],
    ["Land_HBarrierWall6_F",[23163.6,18266.4,0],222.727,0,0,false],
    ["Land_HBarrierWall6_F",[23170,18260.9,0],222.727,0,0,false],
    ["Land_Cargo_House_V1_F",[23143.7,18304.9,0],308.182,0,0,false],
    ["Land_Cargo_HQ_V1_F",[23157,18320.4,0],307.727,0,0,false],
    ["Land_Cargo_Tower_V1_No1_F",[23180.6,18303.2,0.735829],127.727,0,0,false],
    ["Land_HBarrierWall6_F",[23173.3,18261.1,0],128.636,0,0,false],
    ["Land_Cargo_House_V1_F",[23171.8,18338.1,0],306.364,0,0,false],
    ["Land_Cargo_House_V1_F",[23166.6,18332.2,0],306.364,0,0,false],
    ["Land_Cargo_House_V1_F",[23149.6,18311.2,0],305.455,0,0,false],
    ["Land_Cargo_Patrol_V1_F",[23130.9,18300,0],128.182,0,0,false],
    ["Land_Cargo_Patrol_V1_F",[23171.3,18353.6,0],128.182,0,0,false],
    ["Land_Cargo_Patrol_V1_F",[23171.7,18266.9,0],308.182,0,0,false],
    ["Land_HBarrierWall6_F",[23154.3,18339.1,0],310,0,0,false],
    ["Land_HBarrierWall6_F",[23159.2,18345.2,0],310,0,0,false],
    ["Land_HBarrierWall6_F",[23164.1,18351.5,0],310,0,0,false],
    ["Land_HBarrierWall6_F",[23168.9,18358,0],310,0,0,false],
    ["Land_Cargo_HQ_V1_F",[23168.5,18287,0],307.727,0,0,false],
    ["Land_Cargo_HQ_V1_F",[23192.7,18318.5,0],128.182,0,0,false],
    ["Land_HBarrierWall6_F",[23178.5,18267.9,0],128.636,0,0,false],
    ["Land_HBarrierWall6_F",[23183.7,18274.6,0],128.636,0,0,false],
    ["Land_HBarrierWall6_F",[23189,18281.3,0],128.636,0,0,false],
    ["Land_HBarrierWall6_F",[23172.7,18357.6,0],39.0909,0,0,false],
    ["Land_HBarrierWall6_F",[23179.4,18352.8,0],39.0909,0,0,false],
    ["Land_HBarrierWall6_F",[23185.9,18347.8,0],39.0909,0,0,false],
    ["Land_HBarrierWall6_F",[23192.6,18342.8,0],39.0909,0,0,false],
    ["Land_HBarrierWall6_F",[23199.2,18337.8,0],39.0909,0,0,false],
    ["Land_HBarrierWall6_F",[23205.9,18332.8,0],39.0909,0,0,false],
    ["Land_HBarrierWall6_F",[23211.6,18328.6,0],39.0909,0,0,false],
    ["Land_HBarrierWall6_F",[23217.3,18324.3,0],39.0909,0,0,false],
    ["Land_HBarrierWall6_F",[23218.2,18321.1,0],130,0,0,false],
    ["Land_HBarrierWall6_F",[23213.3,18314.8,0],130,0,0,false],
    ["Land_HBarrierWall6_F",[23208.2,18308.2,0],130,0,0,false],
    ["Land_HBarrierWall6_F",[23203.4,18301.5,0],130,0,0,false],
    ["Land_Cargo_Patrol_V1_F",[23212,18321.6,0],308.182,0,0,false],
    ["Land_Cargo_House_V1_F",[23159.4,18304.6,0],125.455,0,0,false],
    ["Land_Cargo_House_V1_F",[23154.4,18297.7,0],125.455,0,0,false],
    ["Land_Cargo_House_V1_F",[23174.9,18324.8,0],125.455,0,0,false],
    ["Land_Cargo_House_V1_F",[23180,18331.7,0],125.455,0,0,false]
]

Now i want to know how to apply the following function below

 

Spoiler

/*
    DMS_fnc_ImportFromM3E_Convert
    Created by eraser1

    Check out M3 Editor: http://maca134.co.uk/portfolio/m3editor-arma-3-map-editor/

    Usage:
    [
        _file,                            // String: The filename (or filepath under the objects folder) that contains the exported M3E objects
        _missionPos                     // Object or Array: Center position
    ] call DMS_fnc_ImportFromM3E_Convert;

    This function will take a file exported from M3Editor, convert it into relative position, then place the objects from the converted relative positions.
    Use this function if you don't know how to get the relative position, and you only have the exported static positions.

    This function will return all created objects.
*/

if !(params
[
    ["_file","",[""]],
    ["_missionPos","",[[],objNull],[2,3]]
])
exitWith
{
    diag_log format ["DMS ERROR :: Calling DMS_fnc_ImportFromM3E_Convert with invalid parameters: %1",_this];
    []
};


// Get the position if an object was supplied instead of position
if (_missionPos isEqualType objNull) then
{
    _missionPos = getPosATL _missionPos;
};

// Set the center pos to 0 if it isn't defined
if ((count _missionPos)<3) then
{
    _missionPos set [2,0];
};


private _export = call compile preprocessFileLineNumbers (format ["\x\addons\DMS\objects\static\%1.sqf",_file]);

if ((isNil "_export") || {!(_export isEqualType [])}) exitWith
{
    diag_log format ["DMS ERROR :: Calling DMS_fnc_ImportFromM3E_Convert with invalid file/filepath: %1 | _export: %2",_file,_export];
    []
};

private _objs = _export apply
{
    private _obj = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"];
    _obj enableSimulationGlobal false;

    private _pos = (_x select 1) vectorAdd [0,0,5000];

    if (_x select 4) then
    {
        _obj setDir (_x select 2);
        _obj setPosATL _pos;
    }
    else
    {
        _obj setPosATL _pos;
        _obj setVectorDirAndUp (_x select 3);
    };

    _obj;
};

[_objs,_missionPos] call DMS_fnc_SetRelPositions;


_objs

 

to provide me with object pos i can use for DMS BANDIT missions.


I am 36 years old , and have spent many many hours trying to get around this until i found the above code in the script section for dms.
But i am unfamiliar with how this is applied.

Can someone PLEASE provide a STEP by STEP guide on how i would apply the first hidden code with the second hidden code and provide the finished product.  So i can then use that as a tutorial for all future editing.

Thanks in advance.

Edited by [AI] Stalker

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@eraser1 if u already have or know of a tutorial that goes thru this step by step , i would very much be appreciative.
My google search and you tube searching over the last 4 weeks has gotten me no were fast on this matter.

But i have self taught by following guides / videos / and reading and testing others codes to do the following on my own.

Exile : Loot tables - Trader Items for Purchase / Sale - Buy and individual sell prices - DMS config edits AI difficulty - AI array loadouts - custom AI Classes - edited DMS sqf's to call Custom Classes only , - Edited loot boxes per mission -
Custom Status bar with only Health,Food,Water,Poptabs,Locker,Players on server , Frames per second , Time till restart showing with custom .paa icons.

This is not to brag. I know i am next to useless with coding. But i feel that within 4 weeks i have made a decent effort to learn how to do many things myself. But as said above - the ability and knowledge on how to take GLOBAL position references for objects from eden/m3editor and turn them into a format that DMS bandit objects uses is currently beyond my understanding.

 

 

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Create a new file under "a3_dms\objects". You can name that file whatever you want, like "mymission.sqf"

In order to create the objects, you would then just do

"mymission" call DMS_fnc_ImportFromM3E_Static;

or some other variant of "DMS_fnc_ImportFromM3E*" depending on your needs.

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Thanks - that worked.

issue now.

Clean up script.

mission sqf:
 

Spoiler

/*
    Research Mission with new difficulty selection system
    Hardcore now gives persistent vehicle
    easy/mod/difficult/hardcore - reworked by [CiC]red_ned http://cic-gaming.co.uk
    based on work by Defent and eraser1
*/

private ["_num", "_side", "_pos", "_OK", "_difficulty", "_AICount", "_group", "_type", "_launcher", "_staticGuns", "_crate1", "_vehicle", "_pinCode", "_class", "_veh", "_crate_loot_values1", "_missionAIUnits", "_missionObjs", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_markers", "_time", "_added", "_cleanup", "_baseObjs", "_crate_weapons", "_crate_weapon_list", "_crate_items", "_crate_item_list", "_crate_backpacks", "_PossibleDifficulty"];

// For logging purposes
_num = DMS_MissionCount;


// Set mission side (only "bandit" is supported for now)
_side = "bandit";


// This part is unnecessary, but exists just as an example to format the parameters for "DMS_fnc_MissionParams" if you want to explicitly define the calling parameters for DMS_fnc_FindSafePos.
// It also allows anybody to modify the default calling parameters easily.
if ((isNil "_this") || {_this isEqualTo [] || {!(_this isEqualType [])}}) then
{
    _this =
    [
        [10,DMS_WaterNearBlacklist,DMS_MinSurfaceNormal,DMS_SpawnZoneNearBlacklist,DMS_TraderZoneNearBlacklist,DMS_MissionNearBlacklist,DMS_PlayerNearBlacklist,DMS_TerritoryNearBlacklist,DMS_ThrottleBlacklists],
        [
            []
        ],
        _this
    ];
};

// Check calling parameters for manually defined mission position.
// You can define "_extraParams" to specify the vehicle classname to spawn, either as _vehClass or [_vehClass]
_OK = (_this call DMS_fnc_MissionParams) params
[
    ["_pos",[],[[]],[3],[],[],[]],
    ["_extraParams",[]]
];

if !(_OK) exitWith
{
    diag_log format ["DMS ERROR :: Called MISSION nedresearch_mission.sqf with invalid parameters: %1",_this];
};


//create possible difficulty add more of one difficulty to weight it towards that
_PossibleDifficulty        =     [
                                
                                "moderate",
                                "moderate"
                                
                            ];
//choose difficulty and set value
_difficulty = selectRandom _PossibleDifficulty;

switch (_difficulty) do
{
    case "easy":
    {
        _AICount = (4 + (round (random 4)));
        _crate_weapons         = (4 + (round (random 2)));
        _crate_items         = (3 + (round (random 3)));
        _crate_backpacks     = (1 + (round (random 1)));
    };

    case "moderate":
    {
        _AICount = (14 + (round (random 6)));
        _crate_weapons         = (12 + (round (random 6)));
        _crate_items         = (15 + (round (random 8)));
        _crate_backpacks     = (0+ (round (random 1)));
    };

    case "difficult":
    {
        _AICount = (6 + (round (random 6)));
        _crate_weapons         = (8 + (round (random 3)));
        _crate_items         = (8 + (round (random 4)));
        _crate_backpacks     = (3 + (round (random 1)));
    };

    //case "hardcore":
    default
    {
        _AICount = (8 + (round (random 8)));
        _crate_weapons         = (10 + (round (random 6)));
        _crate_items         = (15 + (round (random 8)));
        _crate_backpacks     = (4 + (round (random 1)));
    };
};

//_msgStart = ['#FFFF00',format["A %1 research camp has been spotted, find out what they are up to",_difficulty]];
_msgStart = ['#FFFF00',"LT.Lizzy has set up a test site for the new STATIC 50cal's , raid the test site and steal the prototype Static"];

_crate_weapon_list    = ["Exile_Weapon_AK107","Exile_Weapon_AK107_GL","Exile_Weapon_AK74_GL","Exile_Weapon_AK74","Exile_Weapon_AK47","Exile_Weapon_AKS_Gold","arifle_AK12_F","arifle_AK12_GL_F","arifle_AKM_F","arifle_AKM_FL_F","arifle_AKS_F"];
_crate_item_list    = ["optic_MRCO","optic_DMS","optic_DMS_ghex_F","optic_ERCO_blk_F","optic_ERCO_khk_F","optic_ERCO_snd_F","optic_Arco","optic_Arco_blk_F","optic_Arco_ghex_F","Exile_Item_EMRE","Exile_Item_InstantCoffee","Exile_Item_PowerDrink","Exile_Item_InstaDoc"];
_crate_backpacks_list    = ["O_HMG_01_weapon_F"];

_group =
[
    [[(_pos select 0)+2,(_pos select 1)+4,0],[(_pos select 0)-10,(_pos select 1)+0,0]],                    // Position AI in tent + 2nd squad
    _AICount,                // Number of AI
    _difficulty,            // "random","hardcore","difficult","moderate", or "easy"
    "assault",                 // "random","assault","MG","sniper" or "unarmed" OR [_type,_launcher]
    _side                     // "bandit","hero", etc.
] call DMS_fnc_SpawnAIGroup_MultiPos;

// add vehicle patrol
_veh =
[
    [
        [(_pos select 0)-100,(_pos select 1)+240,0]
        
    ],
    _group,
    "assault",
    _difficulty,
    _side
] call DMS_fnc_SpawnAIVehicle;


// add static guns
_staticGuns =
[
    [
        // make statically positioned relative to centre point, keep static as they are on top of building
        [(_pos select 0) -10,(_pos select 1)+10,0],
        [(_pos select 0) -10,(_pos select 1)-10,0]
    ],
    _group,
    "assault",
    "static",
    "bandit"
] call DMS_fnc_SpawnAIStaticMG;


// Create Buildings - use seperate file as found in the mercbase mission
_baseObjs =
[
    "nedresearch_objects",
    _pos
] call DMS_fnc_ImportFromM3E_3DEN;


// If hardcore give pincoded vehicle, if not give non persistent
if (_difficulty isEqualTo "moderate") then
{
    _pinCode = (1000 +(round (random 8999)));
    _vehicle = ["Exile_Chopper_Huey_Armed_Desert",[(_pos select 0) +17, (_pos select 1) -0],_pinCode] call DMS_fnc_SpawnPersistentVehicle;
    _msgWIN = ['#0080ff',format ["Convicts have taken ownership of LT.Lizzy's field test site, vehicle entry code is %1...",_pinCode]];
}
else
{
    _vehicle = ["Exile_Car_Ural_Covered_Yellow",[(_pos select 0)-150,(_pos select 1)+0,0],[], 0, "CAN_COLLIDE"] call DMS_fnc_SpawnNonPersistentVehicle;
    _msgWIN = ['#0080ff',"Convicts have taken over the research camp"];
};

// Create Crate type
_crate1 = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;


// setup crate iteself with items
_crate_loot_values1 =
[
    [_crate_weapons,_crate_weapon_list],                        // Weapons
    [_crate_items,_crate_items_list],                            // Items + selection list
    [_crate_backpacks,_crate_backpacks_list]                    // Backpacks
];


// Define mission-spawned AI Units
_missionAIUnits =
[
    _group         // We only spawned the single group for this mission
];

// Define mission-spawned objects and loot values
_missionObjs =
[
    _staticGuns+_baseObjs+[_veh],            // armed AI vehicle, base objects, and static guns
    [_vehicle],                                //this is prize vehicle
    [[_crate1,_crate_loot_values1]]            //this is prize crate
];

// define start messages in difficulty choice

// Define Mission Win message defined in persistent choice

// Define Mission Lose message
_msgLOSE = ['#FF0000',"The Field Test for the 50cal prototype has packed up and left . LT.Lizzy seems pleased."];

// Define mission name (for map marker and logging)
_missionName = "Research Camp";

// Create Markers
_markers =
[
    _pos,
    _missionName,
    _difficulty
] call DMS_fnc_CreateMarker;

// Record time here (for logging purposes, otherwise you could just put "diag_tickTime" into the "DMS_AddMissionToMonitor" parameters directly)
_time = diag_tickTime;

// Parse and add mission info to missions monitor
_added =
[
    _pos,
    [
        [
            "kill",
            _group
        ],
        [
            "playerNear",
            [_pos,DMS_playerNearRadius]
        ]
    ],
    [
        _time,
        (DMS_MissionTimeOut select 0) + random((DMS_MissionTimeOut select 1) - (DMS_MissionTimeOut select 0))
    ],
    _missionAIUnits,
    _missionObjs,
    [_missionName,_msgWIN,_msgLOSE],
    _markers,
    _side,
    _difficulty,
    []
] call DMS_fnc_AddMissionToMonitor;

// Check to see if it was added correctly, otherwise delete the stuff
if !(_added) exitWith
{
    diag_log format ["DMS ERROR :: Attempt to set up mission %1 with invalid parameters for DMS_AddMissionToMonitor! Deleting mission objects and resetting DMS_MissionCount.",_missionName];

    // Delete AI units and the crate. I could do it in one line but I just made a little function that should work for every mission (provided you defined everything correctly)
    _cleanup = [];
    {
        _cleanup pushBack _x;
    } forEach _missionAIUnits;

    _cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1));

    {
        _cleanup pushBack (_x select 0);
    } foreach (_missionObjs select 2);

    _cleanup call DMS_fnc_CleanUp;


    // Delete the markers directly
    {deleteMarker _x;} forEach _markers;


    // Reset the mission count
    DMS_MissionCount = DMS_MissionCount - 1;
};


// Notify players
[_missionName,_msgStart] call DMS_fnc_BroadcastMissionStatus;

 

if (DMS_DEBUG) then
{
    (format ["MISSION: (%1) :: Mission #%2 started at %3 with %4 AI units and %5 difficulty at time %6",_missionName,_num,_pos,_AICount,_difficulty,_time]) call DMS_fnc_DebugLog;
};

 

Object sqf

 

Spoiler

[
    ["Land_i_Barracks_V2_F",[6.33105,39.5234,0],179.893],
    ["Land_i_Barracks_V2_F",[7.16602,-41.241,0],0.289607],
    ["Land_i_Barracks_V2_F",[-21.4307,-1.78882,0],89.1835],
    ["Land_CncWall4_F",[32.4512,42.2449,0],270.035],
    ["Land_CncWall4_F",[32.4058,36.8765,0],270.035],
    ["Land_CncWall4_F",[32.4102,31.5898,0],270.035],
    ["Land_CncWall4_F",[34.7031,29.2109,0],180.429],
    ["Land_CncWall4_F",[34.5991,-12.6211,0],183.627],
    ["Land_CncWall4_F",[32.5195,52.4548,0],270.035],
    ["Land_CncWall4_F",[32.4932,47.2764,0],270.035],
    ["Land_CncWall4_F",[32.4292,5.6001,0],269.696],
    ["Land_CncWall4_F",[32.416,0.231201,0],269.696],
    ["Land_CncWall4_F",[32.4517,-5.05493,0],269.696],
    ["Land_CncWall4_F",[32.4561,-10.2334,0],269.696],
    ["Land_CncWall4_F",[-26.918,54.9822,0],0.228304],
    ["Land_CncWall4_F",[-32.2861,55.0454,0],0.228304],
    ["Land_CncWall4_F",[-37.5728,55.0591,0],0.228304],
    ["Land_CncWall4_F",[-6.05371,54.8027,0],0.228304],
    ["Land_CncWall4_F",[-11.4219,54.866,0],0.228304],
    ["Land_CncWall4_F",[-16.7085,54.8794,0],0.228304],
    ["Land_CncWall4_F",[-21.8867,54.9233,0],0.228304],
    ["Land_CncWall4_F",[14.7192,54.6914,0],0.228304],
    ["Land_CncWall4_F",[9.35107,54.7546,0],0.228304],
    ["Land_CncWall4_F",[4.06494,54.7681,0],0.228304],
    ["Land_CncWall4_F",[-1.11328,54.8118,0],0.228304],
    ["Land_CncWall4_F",[32.9746,-30.3486,0],269.555],
    ["Land_CncWall4_F",[30.189,54.6829,0],359.893],
    ["Land_CncWall4_F",[24.8203,54.7148,0],359.893],
    ["Land_CncWall4_F",[19.5342,54.6973,0],359.893],
    ["Land_CncWall4_F",[34.9917,-28.084,0],0.0328615],
    ["Land_CncWall4_F",[32.9746,-35.7175,0],269.555],
    ["Land_CncWall4_F",[33.0234,-41.0037,0],269.555],
    ["Land_CncWall4_F",[33.0405,-46.1821,0],269.555],
    ["Land_CncWall4_F",[33.0405,-51.2139,0],269.555],
    ["Land_CncWall4_F",[34.5874,12.9314,0],358.669],
    ["Land_CncWall4_F",[32.3335,10.5867,0],269.696],
    ["Land_CncWall4_F",[-39.5928,47.4082,0],269.465],
    ["Land_CncWall4_F",[-39.6011,52.7769,0],269.465],
    ["Land_CncWall4_F",[-39.5352,42.1223,0],269.465],
    ["Land_CncWall4_F",[-39.5103,36.9441,0],269.465],
    ["Land_CncWall4_F",[-39.4355,32.0042,0],269.465],
    ["Land_CncWall4_F",[-39.4268,26.6357,0],269.465],
    ["Land_CncWall4_F",[-39.3701,21.3494,0],269.465],
    ["Land_CncWall4_F",[-39.3447,16.1709,0],269.465],
    ["Land_CncWall4_F",[-39.3369,11.1394,0],269.465],
    ["Land_CncWall4_F",[-39.3281,5.771,0],269.465],
    ["Land_CncWall4_F",[-39.2715,0.484619,0],269.465],
    ["Land_CncWall4_F",[-39.2461,-4.69385,0],269.465],
    ["Land_CncWall4_F",[-38.8872,-51.5032,0],269.465],
    ["Land_CncWall4_F",[-38.9858,-30.6384,0],269.465],
    ["Land_CncWall4_F",[-38.9771,-36.0068,0],269.465],
    ["Land_CncWall4_F",[-38.9204,-41.2932,0],269.465],
    ["Land_CncWall4_F",[-38.895,-46.4717,0],269.465],
    ["Land_CncWall4_F",[-39.1514,-9.86572,0],269.465],
    ["Land_CncWall4_F",[-39.1431,-15.2344,0],269.465],
    ["Land_CncWall4_F",[-39.0854,-20.5203,0],269.465],
    ["Land_CncWall4_F",[-39.0605,-25.6985,0],269.465],
    ["Land_CncWall4_F",[-20.8486,-53.7847,0],0.226546],
    ["Land_CncWall4_F",[-26.2168,-53.7219,0],0.226546],
    ["Land_CncWall4_F",[-31.5034,-53.7083,0],0.226546],
    ["Land_CncWall4_F",[-36.6816,-53.6648,0],0.226546],
    ["Land_CncWall4_F",[0.015625,-53.9636,0],0.226546],
    ["Land_CncWall4_F",[-5.35254,-53.9009,0],0.226546],
    ["Land_CncWall4_F",[-10.6392,-53.8872,0],0.226546],
    ["Land_CncWall4_F",[-15.8174,-53.8438,0],0.226546],
    ["Land_CncWall4_F",[20.7886,-54.0742,0],0.226546],
    ["Land_CncWall4_F",[15.4204,-54.011,0],0.226546],
    ["Land_CncWall4_F",[10.1343,-53.9983,0],0.226546],
    ["Land_CncWall4_F",[4.95605,-53.9543,0],0.226546],
    ["Land_CncWall4_F",[25.1353,-54.0906,0],0.226546],
    ["Land_CncWall4_F",[30.5034,-54.1538,0],0.226546],
    ["Land_CncWall4_F",[23.4336,-11.2883,0],269.494],
    ["Land_CncWall4_F",[23.3794,-6.00977,0],269.861],
    ["Land_CncWall4_F",[20.4028,12.2004,0],181.223],
    ["Land_CncWall4_F",[23.3286,9.39453,0],269.861],
    ["Land_CncWall4_F",[23.3491,4.10815,0],269.861],
    ["Land_CncWall4_F",[23.3384,-1.07031,0],269.861],
    ["Land_CncWall4_F",[20.8403,-14.1062,0],359.681],
    ["Land_CncWall4_F",[20.6108,-24.7502,0],178.022],
    ["Land_CncWall4_F",[20.561,23.0918,0],2.77044],
    ["Land_CncWall4_F",[26.7607,-30.8042,0],270.028],
    ["Land_CncWall4_F",[25.0928,-26.5007,0],229.155],
    ["Land_CncWall4_F",[24.7295,24.8779,0],309.249],
    ["Land_CncWall4_F",[26.1636,29.2161,0],269.796],
    ["Land_Sign_WarningMilitaryArea_F",[39.2969,-11.6011,0],268.387],
    ["Land_Sign_WarningMilitaryArea_F",[39.3101,-29.1194,0],268.387],
    ["Land_Sign_WarningMilitaryArea_F",[39.2554,30.7261,0],268.474],
    ["Land_Sign_WarningMilitaryArea_F",[39.4282,11.4768,0],268.474],
    ["Land_Cargo_Patrol_V3_F",[-32.6519,48.4187,-4.76837e-007],133.398],
    ["Land_Cargo_Patrol_V3_F",[-32.2607,-47.165,-4.76837e-007],45.3795],
    ["Land_Cargo_Patrol_V3_F",[27.0962,-47.6379,-4.76837e-007],311.837],
    ["Land_Cargo_Patrol_V3_F",[26.3516,48.3674,-4.76837e-007],232.923],
    ["Land_Cargo_HQ_V3_F",[-26.5986,-28.3396,-4.76837e-007],178.182],
    ["Land_Cargo_HQ_V3_F",[-26.4868,28.9883,-4.76837e-007],178.182],
    ["Exile_Construction_SandBags_Long_Preview",[-8.5752,13.4312,0],87.0763],
    ["Exile_Construction_SandBags_Long_Preview",[-8.52832,10.603,0],87.0763],
    ["Exile_Construction_SandBags_Long_Preview",[-8.42188,7.5459,0],87.0763],
    ["Exile_Construction_SandBags_Long_Preview",[-8.42139,4.55811,0],87.0763],
    ["Exile_Construction_SandBags_Long_Preview",[-8.37451,1.72998,0],87.0763],
    ["Exile_Construction_SandBags_Long_Preview",[-8.26807,-1.32715,0],87.0763],
    ["Exile_Construction_SandBags_Long_Preview",[-8.29883,-4.13062,0],87.0763],
    ["Exile_Construction_SandBags_Long_Preview",[-8.25195,-6.95874,0],87.0763],
    ["Exile_Construction_SandBags_Long_Preview",[-8.49121,-6.82471,0],87.0763],
    ["Exile_Construction_SandBags_Long_Preview",[-8.45068,-9.59302,0],87.0763],
    ["Exile_Construction_SandBags_Long_Preview",[-8.40381,-12.4211,0],87.0763],
    ["Exile_Construction_SandBags_Long_Preview",[-8.29736,-15.4783,0],87.0763],
    ["Exile_Construction_SandBags_Long_Preview",[-9.41553,-17.5996,0],324.136],
    ["Exile_Construction_SandBags_Long_Preview",[-11.834,-19.3252,0],324.136],
    ["Exile_Construction_SandBags_Long_Preview",[-9.45557,16.0457,0],234.392],
    ["Exile_Construction_SandBags_Long_Preview",[-11.251,18.5259,0],234.392],
    ["Land_HelipadSquare_F",[11.3882,-1.23022,0],359.577],
    ["Land_CncWall4_F",[15.8027,-14.2065,0],359.681],
    ["Land_CncWall4_F",[10.7378,-14.3572,0],359.681],
    ["Land_CncWall4_F",[15.1621,12.2686,0],180.878],
    ["Land_CncWall4_F",[9.92139,12.4258,0],180.878]
];

 

Clean up removes everything but what is listed in the above object sqf.

 

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