====== Class Names ====== Class Names **Types** In terrains you can name locations / positions, usually cities and other important populated places. Also these locations can help scripts to find out flat areas and such. These are in your terrain's config.cpp under the name "class names", for example here is ArmA 2 Chernarus config.cpp example: class Names { class city_Chernogorsk { name = "$STR_LOCATION_CHERNOGORSK"; position[] = { 6731.21, 2554.13 }; type = "NameCityCapital"; speech[] = { "Chernogorsk" }; radiusA = 300.0; radiusB = 300.0; angle = 0.0; }; class city_Elektrozavodsk { name = "$STR_LOCATION_ELEKTROZAVODSK"; position[] = { 10313.72, 2159.41 }; type = "NameCity"; speech[] = { "Elektrozavodsk" }; radiusA = 200.0; radiusB = 200.0; angle = 0.0; }; ... ====== Config Class Prefixes ====== BIS uses config class name prefixes like: AAirport_, ACityC_, AFlat_, AFlatC_, AFlatCS_, airport_, AStrong_, city_, hill_, local_ (and Local_ but I don't think case matters?), V_ (vegetation), veg_, vill_, w_ and water_ ====== Name ====== Name is simply the text string of the name of this location. name = "$STR_LOCATION_CHERNOGORSK"; In this Chernarus example it uses stringtable to pull the name string so it can automatically translate it to different languages etc. ====== Position ====== Position is normal 2D coordinate for this location. position[] = { 5300.71, 8645.9 }; ====== Type ====== ArmA class names types: type = "BorderCrossing"; type = "Hill"; type = "NameCity"; type = "NameCityCapital"; type = "NameLocal"; type = "NameMarine"; type = "NameVillage"; type = "RockArea"; type = "VegetationBroadleaf"; type = "VegetationFir"; type = "VegetationPalm"; type = "VegetationVineyard"; type = "ViewPoint"; ArmA 2 class names types: type = "Airport"; type = "CityCenter"; type = "FlatArea"; type = "FlatAreaCity"; type = "FlatAreaCitySmall"; type = "Hill"; type = "NameCity"; type = "NameCityCapital"; type = "NameLocal"; type = "NameMarine"; type = "NameVillage"; type = "StrongpointArea"; type = "VegetationBroadleaf"; type = "VegetationFir"; ====== Speech ====== speech[] = { "Chernogorsk" }; ====== Neighbors ====== neighbors[] = { "ACityC_Prigorodki", "ACityC_Balota", "ACityC_Nadezhdino", "ACityC_Mogilevka" }; ====== Demography ====== demography[] = { "CIV", 0.0, "CIV_RU", 0.0 }; ====== Radius ====== These locations also are affiliated with radius to define the size, they are **radiusA** and **radiusB**. radiusA = 100; radiusB = 100; ====== Angle ====== angle = 305.903; ====== Locations Summary ====== **class names locations** * CityCenter with neighbors array * StrongpointArea around the city on defensive manner, 3-5 or so. * FlatAreaCity one in the center of the city if possible, but any FLAT area will do. * FlatAreaCitySmall in the city, flat areas, 1-3 about. * FlatArea is area for placing bases/camps etc no nearby objects and flat surface if possible. ====== Notes ====== See also [[arma2:terrain:ambient_modules|ArmA 2 Terrain Ambient Mobules]]