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arma2:terrain:class_names [2011-07-03 18:03]
snakeman created class_names initial page.
arma2:terrain:class_names [2012-09-03 08:13] (current)
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 ====== Class Names ====== ====== 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. 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"​.+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: ArmA class names types:
Line 20: Line 87:
 type = "​VegetationVineyard";​ type = "​VegetationVineyard";​
 type = "​ViewPoint";​ type = "​ViewPoint";​
-</​code>​ 
- 
-These locations also are affiliated with radius to define the size. 
-<code cpp> 
-radiusA = 100; 
-radiusB = 100; 
 </​code>​ </​code>​
  
Line 45: Line 106:
 type = "​VegetationFir";​ type = "​VegetationFir";​
 </​code>​ </​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.1309716187.txt.gz · Last modified: 2011-07-03 18:03 (external edit)