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| ==Properties==
| | [[Category:Sandbox]] |
| You can modify your sector and its behavior by changing the properties either in the module editor or by using setVariable on your sector variable. Use [[BIS_fnc_moduleSector]] to modify your sector after it has been created.
| | <!-- edit below --> |
| {| class="wikitable"
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| |-
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| !Property (Module Attributes)
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| !Variable Name | |
| !Variable Type
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| !Description
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| !Default Value
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| |-
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| |Name
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| |"Name"
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| |[[String]]
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| |Sector name visibile on a map, in a task and in a notification.
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| |Next NATO Phonetic Alphabet Letter (see [[BIS_fnc_phoneticalWord]])
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| |-
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| |Designation
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| |"Designation"
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| |[[String]]
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| |Single letter visible in the sector icon (when empty, first letter of the name will be used).
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| | First letter of "Name"
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| |-
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| |Ownership Limit
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| |"OwnerLimit"
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| |[[Number]]
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| |How much a side needs to be dominant in order to capture a sector. Value is in range <0,1>, where 1 is full dominance.
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| |"0"
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| |-
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| |Expression
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| |"OnOwnerChange"
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| |[[Code]]
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| |Code executed when the ownership changes. Passed arguments are: <sqf>params ["_sector", "_owner", "_ownerOld"];</sqf>
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| |"true"
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| |-
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| |"CaptureCoef"
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| |[[Number]]
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| |Speed at which any unit captures the zone.
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| |"0.05"
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| |-
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| |Infantry cost
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| |"CostInfantry"
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| |[[Number]]
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| |Ratio of how fast infantry units will capture the sector.
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| |"1"
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| |-
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| |Wheeled vehicle cost
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| |"CostWheeled"
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| |[[Number]]
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| |Ratio of how fast wheeled vehicles will capture the sector.
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| |"1"
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| |-
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| |Tracked vehicle cost
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| |"CostTracked"
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| |[[Number]]
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| |Ratio of how fast tracked vehicles will capture the sector.
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| |"1"
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| |-
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| |Naval cost
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| |"CostWater"
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| |[[Number]]
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| |Ratio of how fast naval vehicles will capture the sector.
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| |"1"
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| |-
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| |Aircraft cost
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| |"CostAir"
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| |[[Number]]
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| |Ratio of how fast aircraft will capture the sector.
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| |"1"
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| |-
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| |Players cost
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| |"CostPlayers"
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| |[[Code]]
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| |Ratio of how fast players will capture the sector, combined with other costs.
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| | "1"
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| |-
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| |Default Owner
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| |"DefaultOwner"
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| |[[Number]]
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| |Default sector owner, even if he has no units in the sector (see [[BIS_fnc_sideID]]).
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| |"-1"
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| |-
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| |Task Owners
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| | "TaskOwner"
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| |[[Number]]
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| |Sides which will receive the tasks. Values from 0 to 3 are accepted.
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| 0: No one
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| 1: Everyone
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| 2: Only default sector owner
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| 3: Everyone except the default sector owner
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| |0
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| |-
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| |Task title
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| |"TaskTitle"
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| |[[String]]
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| |Title of the automatically added task. Use %1 to add the sector name. When empty, no task will be added.
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| | "%1"
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| |-
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| |Task description
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| |"TaskDescription"
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| |[[String]]
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| |Description of automatically added task. Use %1 to insert the sector name, %2 to enter sector rewards (e.g. unlocked vehicles or respawn points), %3 to insert description of capturing costs.
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| | "%1%2%3"
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| |-
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| |Seize Reward
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| | "ScoreReward"
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| |[[Number]]
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| |Score awarded to the side which captured the sector.
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| |0
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| |}
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| | |
| == Creating a sector module from sqf ==
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| You can also use code to create a sector by creating a logic group, creating a unit of class "ModuleSector_F", syncing an area trigger to it and then using [[BIS_fnc_moduleSector]] to initialize it:
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| <sqf>
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| //You need to use createGroup and createUnit to create modules, creating them with createVehicle will not work
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| private _group = createGroup sideLogic;
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| private _sector = _group createUnit ["ModuleSector_F", _position, [], 0, "CAN_COLLIDE"]; //_position is [x, y, z]
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| | |
| //You can change the parameters of your sector by using setVariable
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| _sector setVariable ["Name", "My Sector", true];
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| _sector setVariable ["Designation", "S", true];
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| _sector setVariable ["sides", [west, east], true];
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| _sector setVariable ["DefaultOwner", 0, true];
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| [_sector] call BIS_fnc_moduleSector; //Initializes your sector
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| //After initialization, sync an area trigger to the module, it will be the capture area
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| private _area = createTrigger ["EmptyDetector", _position];
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| _area setTriggerArea [10, 10, 0, false]; //Change values depending on the size you want
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| _area setTriggerActivation ["ANY", "PRESENT", false];
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| _sector setVariable ["areas", [_area], true];
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| </sqf>
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