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Map Indexing Static Data Guide

friznit edited this page Feb 26, 2016 · 13 revisions

What is Static Object Data?

ALiVE indexing needs to know whether map objects are Civilian or Military before it can fine clusters to turn into Objectives for the AI Commanders. They are also used for the ambient placement of vehicles, supplies, HQ's, civilians, player tasks and many other things.

Unfortunately not all maps use objects the same way. For example, the ArmA object "hangar" is often used by map makers in a civilian factory setting. Some objects may appear in multiple categories. The only way to interpret this context correctly is for a human to do it. We therefore need to build a static data file which categorises the map objects for ALiVE.

What are the categories and what do they mean?

Using the Indexing Object Viewer, you should select all the categories that apply to each building object as they are displayed. These are added to a staticdata.sqf file for merging into the master code later.

A count of the number of objects to be categorised as at the bottom of the screen alongside the ArmA3 model name for reference. The model name gives a useful indication of the type of object you are looking at.

Object Categoriser

  • Blacklist - objects that have no relevance and will be removed from the index (e.g. clutter, carts, boxes, pipes, wood blocks etc)

  • Military Buildings (General) - any building that is in a military base or camp (e.g. bunker). This is a very important building category for defining military objectives!

    • Allow Ambient Vehicles - ambient vehicles will be placed near these buildings by the Military Placement module.
    • Allow Ambient Supplies - ambient supply boxes will be spawned around these buildings by the Military Placement module.
    • Allow HQ - can be selected as HQ locations by the Military Placement module. You should have at least one building of this type on the map.
  • Aircraft (Fixed Wing) - buildings such as control towers, runways and hangars. Mil Placement can also spawn fixed wing aircraft in suitable locations.

    • Military or Civilian - determines whether the buildings will be considered a military or civilian objective. For best results you should only select one.
  • Aircraft (Rotary Wing) - mostly helipads.

    • Military or Civilian - determines whether the object will be considered a military or civilian objective.
  • Civilian Buildings (General) - any civilian building (e.g. house). This is a very important building category for defining civilian objectives!

    • Allow HQ - Civ buildings that can be used as an HQ by the Mil Placement modules.
    • Allow Ambient Civilians - buildings which will be used by the Civ Pop module to spawn ambient civilians. Works best with enterable buildings.
  • Civilian Infrastructure Buildings - these will be considered priority targets for Tasks and Insurgents in Asymmetric. They also contribute towards defining Civilian Objectives for Mil Placement.

    • Power - e.g. power plants
    • Comms - e.g. TV mast
    • Marine - e.g. pier
    • Rail - e.g. rail station
    • Fuel - e.g. gas station
    • Construction - e.g. WIP building site

Staticdata.sqf category translation

The static data arrays translated from the Object Viewer explains below with a description of how they are used by the various Placement Modules. You can manually edit these arrays to correct any errors made using the Object Viewer.

  • ALIVE_airBuildingTypes = buildings that ambient fixed wing aircraft will spawn in by the Military Placement module

  • ALIVE_militaryParkingBuildingTypes = buildings that ambient vehicles will be placed around / nearby by the Military Placement module

  • ALIVE_militarySupplyBuildingTypes = buildings that ambient supply boxes will be placed around by the Military Placement module

  • ALIVE_militaryHQBuildingTypes = buildings that can be selected as HQ locations by the Military Placement module

  • ALIVE_militaryHeliBuildingTypes = buildings that ambient military helicopters will spawn in by the Military Placement module

  • ALIVE_militaryBuildingTypes = All military buildings (should also include all buildings listed in Parking, Supply & HQ categories)

  • ALIVE_civilianPopulationBuildingTypes = buildings that ambient civs can spawn in and ambient vehicles can spawn around

  • ALIVE_civilianSettlementBuildingTypes = all buildings used to create a civilian cluster (this should include all buildings listed in CivilianPopulationBuildingType)

  • ALIVE_civilianHQBuildingTypes = civilian buildings that can be selected as HQ locations by Mil Placement module.

The remaining categories are used to determine civilian or military infrastructure targets for high priority objectives. Try include only buildings that are unique to this category.

  • ALIVE_militaryAirBuildingTypes = (e.g. control tower on a military airbase)
  • ALIVE_civilianAirBuildingTypes = (e.g. control tower on a civilian airport)
  • ALIVE_civilianHeliBuildingTypes = (e.g. helipads in civilian locations)
  • ALIVE_civilianPowerBuildingTypes = (e.g. power sub station)
  • ALIVE_civilianCommsBuildingTypes = (e.g. TV mast)
  • ALIVE_civilianMarineBuildingTypes = (e.g. pier)
  • ALIVE_civilianRailBuildingTypes = (e.g. rail station)
  • ALIVE_civilianFuelBuildingTypes = (e.g. gas station)
  • ALIVE_civilianConstructionBuildingTypes = (e.g. WIP building site)