Hamster2k/Sandbox – User

From Bohemia Interactive Community

Properties

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.

Property (Module Attributes) Variable Name Variable Type Description Default Value
Name "Name" String Sector name visibile on a map, in a task and in a notification. Next NATO Phonetic Alphabet Letter (see BIS_fnc_phoneticalWord)
Designation "Designation" String Single letter visible in the sector icon (when empty, first letter of the name will be used). First letter of "Name"
Ownership Limit "OwnerLimit" Number 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. "0"
Expression "OnOwnerChange" Code Code executed when the ownership changes. Passed arguments are:
params ["_sector", "_owner", "_ownerOld"];
"true"
"CaptureCoef" Number Speed at which any unit captures the zone. "0.05"
Infantry cost "CostInfantry" Number Ratio of how fast infantry units will capture the sector. "1"
Wheeled vehicle cost "CostWheeled" Number Ratio of how fast wheeled vehicles will capture the sector. "1"
Tracked vehicle cost "CostTracked" Number Ratio of how fast tracked vehicles will capture the sector. "1"
Naval cost "CostWater" Number Ratio of how fast naval vehicles will capture the sector. "1"
Aircraft cost "CostAir" Number Ratio of how fast aircraft will capture the sector. "1"
Players cost "CostPlayers" Code Ratio of how fast players will capture the sector, combined with other costs. "1"
Default Owner "DefaultOwner" Number Default sector owner, even if he has no units in the sector (see BIS_fnc_sideID). "-1"
Task Owners "TaskOwner" Number Sides which will receive the tasks. Values from 0 to 3 are accepted.

0: No one

1: Everyone

2: Only default sector owner

3: Everyone except the default sector owner

0
Task title "TaskTitle" String Title of the automatically added task. Use %1 to add the sector name. When empty, no task will be added. "%1"
Task description "TaskDescription" String 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. "%1%2%3"
Seize Reward "ScoreReward" Number Score awarded to the side which captured the sector. 0

Creating a sector module from sqf

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:

//You need to use createGroup and createUnit to create modules, creating them with createVehicle will not work private _group = createGroup sideLogic; private _sector = _group createUnit ["ModuleSector_F", _position, [], 0, "CAN_COLLIDE"]; //_position is [x, y, z] //You can change the parameters of your sector by using setVariable _sector setVariable ["Name", "My Sector", true]; _sector setVariable ["Designation", "S", true]; _sector setVariable ["sides", [west, east], true]; _sector setVariable ["DefaultOwner", 0, true]; [_sector] call BIS_fnc_moduleSector; //Initializes your sector //After initialization, sync an area trigger to the module, it will be the capture area private _area = createTrigger ["EmptyDetector", _position]; _area setTriggerArea [10, 10, 0, false]; //Change values depending on the size you want _area setTriggerActivation ["ANY", "PRESENT", false]; _sector setVariable ["areas", [_area], true];