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Map Indexing Guide
Tupolov edited this page Apr 1, 2016
·
37 revisions
Read and follow these instructions very carefully!
- ALiVE must be in
@ALiVE
folder in ArmA3 (Warning: folder name is case sensitive!) -
ALiVEClient.dll
andalive_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 toC:\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\
)
- 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.
-
- Object Categorization:
- Launch game, go to map screen and zoom out to see whole map
- Open the ALiVE interaction menu (default key
Right App Menu
) and selectMap 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. ThenPress 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
- 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 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