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Cave Objects do not appear to have building positions.
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Description

The cave objects (Cave 01-07 and the furniture variants) do not seem to have building positions. I'm not 100% certain but when in zeus, I would normally use the ACE "Garrison Group" module to make AI occupy buildings, but when I try to use the module to try to make AI occupy the caves, the module does not detect any building positions. I believe this indicates that the cave objects do not have buildings positions, which would interfere with AI pathing, and any spawning scripts that rely on building positions to garrison areas.

Details

Severity
Minor
Resolution
Open
Reproducibility
N/A
Operating System
Windows 10 x64
Category
General

Event Timeline

Bob_Murphy closed this task as Resolved.Nov 23 2021, 1:51 PM
Bob_Murphy claimed this task.
Bob_Murphy added a subscriber: Bob_Murphy.

Hey Neuromancer,

the caves do have buildingPos.
You can for example check that by looking at buildings and executing following code local.
That will spawn a barrel at every buildingpos a building has.

cursorTarget spawn { 
private _positions = _this buildingPos -1;
    for "_i" from 0 to (count _positions)-1 do { 
        _index = _i;
        _pos = _positions#_i;
        private _obj = createVehicle ["Land_GarbageBarrel_02_F", [0, 0, 0], [], 0, "CAN_COLLIDE"]; 
        _obj enableSimulationGlobal false;
        _obj setDir getDir _this; 
        _obj setPos _pos; 
        _obj setVariable ["pos", _pos];
        _obj setVariable ["Index", _index];
    }
};

As you can see below, there are barrels there.

Hence we will close this ticket.

Thank you very much and best regards,
Bob Murphy