ASOR Intel Usage

ASOR Intel

 

The newest version of ASOR Intel includes three new objects for mission makers to place in their missions. These new objects are under the Props -> ASOR -> Intel category in the Arma 3 editor and include a laptop, files and a phone. The difference between these objects and the ones we used previously is that these objects are interactive and can have documents, images or code attached to them that players can view on the object itself. These objects currently cannot be picked up and moved, however this is technically possible and will be looked into if it seems needed. The old portable objects are still available under default Arma categorys.



Setup

Several new modules have been added and can be found under the Modules -> ASORIntel tab. These are the Document, Generic Run, Image Viewer, Map and Custom programs. To add a program to an intel object you must place one from the Props tab, select a module and sync it to the intel object the same as you would an ASOREdit module.  Then, double clicking on the module will bring up the attributes tab which will allow you set what you would like that program to do. Laptops and phones will accept any type of program, however files will only accept document programs. A custom icon is optional for all programs.

Double clicking on the laptop or phone objects will also show a couple of options you can change with them as well. For both you can set a custom background image which you can add to your mission folder and type the name into the background field (see the bottom of the page if it doesn’t load) or you can lock the device which means the device cannot be opened by any player unless someone unlocks it with the ASOR Hacking Tools item.

 

Document

These programs will display custom text in a window on screen for the player that interacts with the object. They can also include custom images which will open another window and be shown on screen when a button is clicked. The text is StructuredText which means it supports formatting such changing the text size, bold, underlining, colour and hyperlinks. To move text to a new line you must type <br /> in the text box where you want the new line to begin. Examples on using StructuredText can be found here https://community.bistudio.com/wiki/Structured_Text.

Name: The name of your document on the desktop. “Document Name”

Icon: A path to a custom image to use as a desktop icon. “image.paa”

Text: The body of the document itself. “Default Text <br /><t size=’3.0′>Large text</t> <br /><t underline=’true’ color=’#ff002a’> Red Underlined Text</t>”

Images: An array of the names of any images you want to include in the document. [“image1.paa”,”image2.paa”]

 

Generic Run

Generic Run can be used to run script in either a fake cmd prompt interface or a cmd prompt interface with custom text. The code is called on the player that ran the program so remoteexec will be needed when running anything on the server. It’s also recommended to avoid running anything that will take a long time to finish or the player will likely experience significant lag while it runs. One use for this is activating zones from a laptop. If the custom text field is empty, the program will default to the fake cmd prompt window.

Name: The name of your program on the desktop. “Set off Alarm”

Icon: A path to a custom image to use as a desktop icon. “ASOR\asor_intel\resources\icons\iconASOREditZone.paa”

Code: The code you want to be called by the program. “hint ‘running test’;”

Custom Text: This field is optional. Any Text in here will replace the text in the default cmd prompt window when the program is run. To add a new line you must use /n in the field where you want the new line to begin. Text formatting is not supported. “Test Text \n Running Program… \n\n Done.”

 

Image Viewer

The image viewer can be used to show one or more images to the player interacting with the object. The player can swap between these images using a dropdown box on screen. Images can also be included with document programs, a button in the document will open an image viewer the same as a program on the desktop would.

Name: The name of your program on the desktop. “Image Viewer Name”

Icon: A path to a custom image to use as a desktop icon. “”

Images: An array of the names of any images you want to add to the viewer. [“image1.paa”,”image2.paa”]

 

Map 

Map programs will show an interactive map that the user can move around and zoom in and out. The map is effectively the same the map that shows whens you use your map key any other time while playing however, you can name markers in the editor, give the names to a map program and then set those marker’s alpha to 0 in the editor and they will show on the intel object’s screen when the map program is open. They can also click a button that allows them to “copy” these markers to their map and they will become visible for all players in the game. The starting position of the map is based on where the module is placed in the editor. There is currently a seemingly unfixable bug that causes the map to centre somewhere north west of where the module is placed, so if you want to focus the map on a certain position you may need to move the module around until you get it right.

Name: The name of your program on the desktop. “Image Viewer Name”

Icon: A path to a custom image to use as a desktop icon. “”

Markers: An array of the names of any markers you want to show on the map. The program will not automatically hide these markers, you must set their alpha to 0 in the editor. [“marker1″,”marker2”]

Zoom: Default zoom level of the map when it is opened. 0.1 is the default. “0.1”

 

Custom Images and Icons

Arma is mysterious when it comes to using images in missions and mods, it’s possible that any jpeg/png you try may work immediately with the image viewer, backgrounds or icons but it’s possible it won’t. A potential fix for this is to convert the image into a .paa file with TexView in Arma 3 Tools from Steam. This can be downloaded by going to the steam store and searching for Arma 3 Tools. To convert your image to a .paa, open Arma 3 Tools, click TexView 2, file -> open your image then file -> Save As, change your filename to “imagename.paa” and click save. You can then try using that .paa in your mission instead of the image you had previously. If the image is in your mission folder you can type the name straight into the icon/background field you want to use it in “example.paa”.

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