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Map Indexing Guide

Tupolov edited this page Apr 1, 2016 · 37 revisions

Map Indexing Step by Step Instructions

Preparation

Read and follow these instructions very carefully!

  • ALiVE must be in @ALiVE folder in ArmA3 (Warning: folder name is case sensitive!)
  • ALiVEClient.dll and alive_objects_blacklist.txt must be in the @ALiVE folder
  • Acquire a copy of Mikero's Tools and check the version of deWRP (the version dated 09/08/2014 seems to work best). This requires DePbo.dll
  • DeWRP.exe must be installed on Windows (i.e. have a dewrp.exe directory set in your PATH environment variable)
  • Make sure all .exe and .dll files are 'unblocked' in Windows (right-click, Properties)
  • Download the following scripts folder and copy to C:\My Documents\Arma 3
  • Download Baretail and use it to monitor the ArmA3 rpt file as you run the scripts (c:\users\username\appdata\local\ArmA 3\)

Index the Map!

  • Start ArmA with command line -mod=@ALiVE; @CBA_A3; @YourCustomMap -filePatching
  • Open the Editor
  • Place down a player unit
  • Place the ALiVE Map Indexer Module
    • Object Categorization:
      • Yes Allows you to categorize map objects and is the default for all new maps.
      • No Select No only if you have an existing static data file for this map (e.g. if you are re-indexing and old map OR you wish to accept the Stratis/Altis defaults). The existing static data file must be placed in @ALiVE\indexing\mapname\x\alive\addons\main\static\mapname_staticData.sqf
      • Map PBO file path Path and filename of the map in your ArmA3 folder (e.g. @mapname\addons\mapname.pbo)
      • Custom Map Bounds Used for fixing cluster coverage on incorrectly configured map sizes. Set to 0 by default.
  • Launch game, go to map screen and zoom out to see whole map
  • Open the ALiVE interaction menu (default key Right App Menu) and select Map Indexing
  • A cmd.exe window will launch (this is deWRP doing its thing)
  • Press any key when it says so.
  • To categorise objects, select all the relevant criteria for the displayed object then click next. Refer to Static Data Guide for details.
  • The process will pause after object categorising is complete, providing an opportunity to edit the statiddata.sqf in the @ALiVE/indexing/x/alive/addons/main/static folder and manually correct any mistakes. Then Press any key to continue the indexing process.
  • Sit back and relax while analysis and clustering happens. This can take up to 30 mins on vary large maps - monitor progress in baretail and don't worry if nothing seems to happen for several minutes. ArmA3 will not respond during this time - DO NOT CLOSE IT! Note that while you can alt tab out, ArmA3 must be the active window for indexing to conclude.
  • Once completed all files will be in @ALiVE\indexing\mapname\x

Test your Index

  • Go back to the editor and create a new mission
  • Place down a player unit
  • Place down the ALiVE Required module
  • Place down the ALiVE Virtual AI module, enable debug, virtualize all except synced units
  • Place down the ALiVE Military Placement (Mil. Obj.) module, enable debug
  • Place down the ALiVE Military Placement (Civ. Obj.) module, enable debug
  • Save the mission as Index
  • Copy the @ALiVE\indexing\mapname\x folder into your Index.YourMap mission folder, for example "C:\My Documents\Arma 3\missions\index.Kunduz"
  • Check that C:\My Documents\Arma 3\missions\index.yourmap\x\alive\addons\main\static\yourmap_staticData.sqf exists.
  • Press Play Scenario
  • Check the mission loads without error and that units are spawning in the correct locations

Push to GIT

  • Push the map folder to GIT with a remark [Main] Complete Index of mapname
  • Submit a Pull Request into the Develop branch
  • The ALiVE team will review, test and merge the PR