So as a small start on using the GID Positioning System by Lynx
http://www.armaholic.com/page.php?id=21925http://forums.bistudio.com/showthread.php?160709-GID-Object-Positioning-SystemI load the object i want in the world with this (down by the weather, jumping etc.) from the main init.sqf
if (isServer) then {call compile preprocessFile "addons\extraSites\init.sqf";};
In the addons\extraSites\init.sqf i have
#include "site_A.sqf"
systemChat "Extra sites and buildings Initialized";
diag_log "Extra sites and buildings Initialized";
And as an example in site_A.sqf that is located in addons\extraSites\ together with the init.sqf
// Main airfield
_pos = [14511.586914,16334.287109,0.00123787];
_object = createVehicle ["Land_Scrap_MRAP_01_F", _pos, [], 0, "CAN_COLLIDE"];
_object setDir 320;
_object setPosATL _pos;
_object setVariable ["R3F_LOG_disabled", true];
This places an dismantled hunter at the vehicle store by the main airfield, each of (in my case) the site_X files can have many many objects, ill attach a file for a "base" down in the SW corner of the map with a 1km runway (that unfortunatley doesnt work

,at least not with that model/object)
This example will create an camo net with a dismantled hunter some barrels and other stuff, plus a laptop that i used with micoverys parking addon. Here im also using "attachTo" which works well if you want to put things relative to another not caring about the position
// Main airfield
_pos = [14511.586914,16334.287109,0.00123787];
_object = createVehicle ["Land_Scrap_MRAP_01_F", _pos, [], 0, "CAN_COLLIDE"];
_object setDir 320;
_object setPosATL _pos;
_object setVariable ["R3F_LOG_disabled", true];
_laptop = createVehicle ["Land_Laptop_unfolded_F", _pos, [], 0, ""];
_laptop setPos getPos _object;
_laptop attachTo [_object, [-0.55,-2.5,0.3]];
_laptop setVectorDirAndUp [[0,-1,-0.33],[0,0,1]];
_laptop setVariable ["is_parking", true, true];
_laptop setVariable ["R3F_LOG_disabled", true];
_net = createVehicle ["CamoNet_BLUFOR_big_F", _pos, [], 0, ""];
_net setPos getPos _object;
_net attachTo [_object, [2.5,4,0]];
_net setVectorDirAndUp [[0,0,0],[0,0,1]];
_net setVariable ["R3F_LOG_disabled", true];
_table = createVehicle ["Land_CampingTable_small_F", _pos, [], 0, ""];
_table setPos getPos _object;
_table attachTo [_object, [3,0,-0.95]];
_table setVectorDirAndUp [[0,0,0],[0,0,1]];
_chair = createVehicle ["Land_CampingChair_V2_F", _pos, [], 0, ""];
_chair setPos getPos _object;
_chair attachTo [_object, [3,1,-0.77]];
_chair setVectorDirAndUp [[0,0,0],[0,0,1]];
_barrel = createVehicle ["Land_MetalBarrel_empty_F", _pos, [], 0, ""];
_barrel setPos getPos _object;
_barrel attachTo [_object, [-2,0,-0.77]];
_barrel setVectorDirAndUp [[3,0,0],[0,0,-0.9]];
_barrel = createVehicle ["Land_MetalBarrel_empty_F", _pos, [], 0, ""];
_barrel setPos getPos _object;
_barrel attachTo [_object, [-3,0,-0.77]];
_barrel setVectorDirAndUp [[3,0,0],[0,0,-0.9]];
_barrel = createVehicle ["Land_MetalBarrel_empty_F", _pos, [], 0, ""];
_barrel setPos getPos _object;
_barrel attachTo [_object, [-2,1,-0.77]];
_barrel setVectorDirAndUp [[3,0,0],[0,0,-0.9]];
_barrel = createVehicle ["Land_MetalBarrel_empty_F", _pos, [], 0, ""];
_barrel setPos getPos _object;
_barrel attachTo [_object, [-3,1,-0.77]];
_barrel setVectorDirAndUp [[3,0,0],[0,0,-0.9]];
// Marker
_marker = createMarker ["ChopShop_1", _pos];
_marker setMarkerShape "ICON";
_marker setMarkerText "Vehicle Services";
_marker setMarkerColor "ColorBlack";
_marker setMarkerType "mil_dot";
_marker setMarkerSize [0.6,0.6];
Other settings for the objects could for example be
_object enableSimulation false;
_object allowDamage false;
_object setVariable ["R3F_LOG_disabled", true, true];
This one places a white medivac chopper in the middle of the main airfield
// Main airfield
_pos = [14646.488281,16299.760742,0.010643];
_object = createVehicle ["O_Heli_Transport_04_medevac_F", _pos, [], 0, "CAN_COLLIDE"];
_object setDir 0.0328524;
_object setPosATL _pos;
//_object setVariable ["BIS_enableRandomization", false]; //Only needed vehicles that have randomization, i.e. not needed on this
_object setObjectTexture [0, "#(argb,8,8,3)color(1,1,1,0.5)"];
_object setObjectTexture [1, "#(argb,8,8,3)color(1,1,1,0.5)"];
_object setObjectTexture [2, "#(argb,8,8,3)color(1,1,1,0.5)"]; //This unfortunately also removes the markings on the side
_object setObjectTexture [3, "#(argb,8,8,3)color(1,1,1,0.5)"];
You can also place markers and adjust them accordingly (i did make these "local" at firs but as im loading them on the server they shouldnt be).
//Spawn island warning
_pos = [14500,5870,0];
_object = createMarker ["Info_6", _pos];
_object setMarkerShape "ELLIPSE";
_object setMarkerText "...";
_object setMarkerColor "ColorRed";
_object setMarkerType "mil_unknown";
_object setMarkerSize [120,120];
//Spawn island warning text and icon
_pos = [14500,5870,0];
_object = createMarker ["Info_7", _pos];
_object setMarkerShape "ICON";
_object setMarkerText "Dont go or Build here, you might get BANNED for doing so.";
_object setMarkerColor "ColorBlack";
_object setMarkerType "mil_warning";
At the BIS forums i linked there is more to read about this, nice thing about it is that you can place objects extremely exact (down to the millimeter) and at least for me they load in before vehicles and such, there is an issue with spawn beacons however but i think i saw someone made it so if the spawn beacon is over water it sets your spawn height to something else which was i nice touch, Could be LoudNL who did that?
Its somewhat frustrating to get things right in the beginning but when you get the hang of it you get pretty fast setting these up, be sure to comment everything thou if you want to change/edit them.
Buildings also works with the lootspawner if you have that turned on.
Maybe i should have put this in tutorials?