OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: wired on 18 Jan 2004, 16:50:01

Title: 'special' objects
Post by: wired on 18 Jan 2004, 16:50:01
ok, i dl'ed a punji stake trap by chops, and it uses an aerial object.....all i need to know is, where the **** did u find the name for it? i need another object but i might need others so can some1 just point me in a direction to find a list of all 'special' objects like parts of tanks ect. Plz help!

wired
Title: Re:'special' objects
Post by: m21man on 18 Jan 2004, 17:40:46
If you can't find the name, then take a peek inside the config ;) .
Title: Re:'special' objects
Post by: wired on 18 Jan 2004, 19:36:52
dont understand........is there a manuel with all the 'special' objects in?
Title: Re:'special' objects
Post by: MachoMan on 18 Jan 2004, 19:40:13
No he means depboing it and peaking in the mission.sqm file (if it is a mission) or in the config.cpp (if it is a addon).
Title: Re:'special' objects
Post by: wired on 18 Jan 2004, 19:42:46
NO! i mean things like what chops used as a punji stake....an aerial! Its like what u find on the back of a uaz. Am i missing something here or did he use a prebuilt model?
Title: Re:'special' objects
Post by: MachoMan on 18 Jan 2004, 19:47:52
lol, ow u mean an antenna  ;D, that kinda aerial :D.

Well the same sollution still applies, u can de-pbo the addon and find the class name of the aerial.   :)
Title: Re:'special' objects
Post by: wired on 18 Jan 2004, 19:52:38
no but i need to camcreate the antenna thing, and i dont think chops de-pbo'ed anything.....and if he did....what the f**k was it he unpbo'ed?
Title: Re:'special' objects
Post by: MachoMan on 18 Jan 2004, 20:00:05
Ok gettin the name in 4 steps:

1. de-pbo the traps addon.

2. open the config.cpp file with notepad or whatever.

3. find the name of the aerial.

4. use the name to camcreate with it.
Title: Re:'special' objects
Post by: wired on 18 Jan 2004, 20:03:33
no, i dont need the name of the antenna thing, i need tank parts an stuff, and its a script not an addon, so i want 2 know where he got the classname from. It just camcreates an antenna. i want tank turrets and tracks ect.
Title: Re:'special' objects
Post by: General Barron on 19 Jan 2004, 03:04:46
That script uses the radio object (the big one) that is used in many of the cutscenes in the Res campaign. Its under the objects menu, but I cant remember the name.
Title: Re:'special' objects
Post by: wired on 19 Jan 2004, 21:38:07
object menu? what? can i find more objects like it?
Title: Re:'special' objects
Post by: General Barron on 19 Jan 2004, 21:48:55
When placing a new unit in the mission editor, click on the box next to "class" and select "objects"
Title: Re:'special' objects
Post by: wired on 19 Jan 2004, 22:13:30
eh? i need to camcreate objects like tank tracks turrets ect.
Title: Re:'special' objects
Post by: General Barron on 19 Jan 2004, 23:04:12
I thought you said you wanted to know what the classname of the antenna used in the pungi stake trap was? I'm telling you that it isn't just an antenna, its the radio, only placed below ground so you only see the antenna. Just plop down a  radio, save the mission, open up the mission.sqm file and look for the "vehicle==XXX" line. Walla, you have your classname.

As far as tank tracks, turrets, etc: I've never seen any such object. I know there isn't anything like that by default. Maybe you could find something like that in the editor upgrade, but I really doubt it.
Title: Re:'special' objects
Post by: wired on 19 Jan 2004, 23:06:52
oh, i is wid u now.....ok! Thnx