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arma2:terrain:class_names [2012-09-03 08:13]
arma2:terrain:class_names [2012-09-03 08:13]
snakeman added locations summary header.
Line 1: Line 1:
 +====== 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:
 +<code cpp>
 +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;
 + };
 +...
 +</​code>​
 +
 +
 +====== 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.
 +<code cpp>
 + name = "​$STR_LOCATION_CHERNOGORSK";​
 +</​code>​
 +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.
 +<code cpp>
 + position[] =
 + {
 + 5300.71, 8645.9
 + };
 +</​code>​
 +
 +
 +====== Type ======
 +
 +ArmA class names types:
 +<code cpp>
 +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";​
 +</​code>​
 +
 +ArmA 2 class names types:
 +<code cpp>
 +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";​
 +</​code>​
 +
 +
 +====== Speech ======
 +
 +<code cpp>
 + speech[] =
 + {
 + "​Chernogorsk"​
 + };
 +</​code>​
 +
 +
 +====== Neighbors ======
 +
 +<code cpp>
 + neighbors[] =
 + {
 + "​ACityC_Prigorodki",​ "​ACityC_Balota",​ "​ACityC_Nadezhdino",​ "​ACityC_Mogilevka"​
 + };
 +</​code>​
 +
 +
 +====== Demography ======
 +
 +<code cpp>
 + demography[] =
 + {
 + "​CIV",​ 0.0, "​CIV_RU",​ 0.0
 + };
 +</​code>​
 +
 +
 +====== Radius ======
 +
 +These locations also are affiliated with radius to define the size, they are **radiusA** and **radiusB**.
 +<code cpp>
 +radiusA = 100;
 +radiusB = 100;
 +</​code>​
 +
 +
 +====== Angle ======
 +
 +<code cpp>
 +angle = 305.903;
 +</​code>​
 +
 +
 +====== 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]]
arma2/terrain/class_names.txt ยท Last modified: 2012-09-03 08:13 (external edit)