OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Silencer on 04 Mar 2005, 12:55:44
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Hi all,
How can I camcreate or vehiclecreate walls from nogova? The walls I mean are in the center of Petrovice. (In the resistance campaign, you walk there to your friend to get a motorcycle).
What name can i use to camcreate the walls?
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Have you tried General Barron's Editor Upgrade?
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I'm not sure if this is possible without any LAME addons.
(I am very anti any editor upgrade and will be burned at the stake before I download one!)
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I used to be like Rujik. I now will be burned at the stake before I download any addons other than the Editor uprgade.
There is something you might want to try.
Find the object ID of a piece of wall (press the Show IDs button in the editor)
use typeOf on that object ID to get its type
camcreate (or whatever) an object of that type
Totally untested and a pain in the arse. Do as macguba suggests and have a look at General Barron's Editor upgrade
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I am very anti any editor upgrade
Why?
I'm interested because I think they are great. Especially GB's. Save a lot of time and hassle.
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I am very anti any editor upgrade and will be burned at the stake before I download one!
Oak or possibly Ash?
If this fence is not in the EU then I think it should be possible with a small config.cpp addon.
Planck
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I think I have an answer to the camcreate walls question.
Try:
"Fence"
"FenceWood"
"Wire"
"WireFence"
Those are from an unofficial command reference and are the only things I saw that looked like a wall or fence.
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I don't want to use any addons for this!!!
I want to cam/vehicle create the object walls and the streetlamp object.
How can I do this with object names??
I can create builidings this way, but I can't create walls, streetlights and hangars this way. Why???
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Simply put, these fence objects do not have a config entry anywhere that I can find.
In other words they don't have a name and can't be placed via the editor. With a config addon a name can be assigned to them.
The streetlamps are reconfiged in Editor Updates and you can place them in the mission editor.
However it is not advisable to switch them on.
Maybe someone else knows different. ::)
Planck
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I have a reference that will show all the res buildings, but since I can't attach it here:
hangar = ResHouseHangar_2
walls (In no particular order)
ResHouseRuiny_obvod_2
ResHouseRuiny_obvod_3
ResHouseRuiny_3_roh
ResHouseRuiny_3_prasklina
ResHouseRuiny_3_dvere
Those are the ruins walls, can't find any reference to the intact walls
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I think it is fences he is actually looking for in this case.
The model names are:
plot_vlnplech1.p3d
plot_vlnplech2.p3d
There is no config entry for them that I can find anywhere.
Planck
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I will try it as soon as I am home again ;)
Thanks guys!
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I can create the ruinwalls!
But it is not exactly what I meant. I want to create the kind of walls near the factory.
What is the name of those objects?
Thanks
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They have no object names, they are 'The fences with no-name'.
The only way to give them an object name is to write a config.cpp and pbo it as an addon for the addons folder, then use the name in that config to place them in the editor.
Unless they are already done in the EU from Kegetys or GB.
I might have a quick shufty in a few mins.
Planck
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Thanks!!
That would be great!
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No.....sorry.......I was not able to find them in the EU either.
The only way to use these models is to write a separate config.cpp for them and pbo it and place the pbo in the addons folder.
Planck
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So, you certainly need addons to create those walls ??
That is too bad :S
Thanks for all your help!
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The addon in question would just be a small, titchy config.cpp file which has been pbo'ed.
Nothing big.........maybe 1 or 2 Kb ;D
Planck
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I'm also interested in the answer to this question. For my cleanout mission (currently in the mission beta forum, but this is not a plug to get you to play it, just to download and de-PBO it) I wrote an init.sqs to add a bunch of buildings that weren't in the standard editor set. That just used camcreate, like this:
[house1,"Houseammostore2",10,0,3] exec "addobj.sqs"
where house1 is actually the name of an ammo crate I placed for convenience, and addobj does a camCreate at the position of the house1 offset by the 3 numbers (+x, +y, +z).
Those building names are all at the end of the Lustypooh et al unofficial command reference. I'd like to find the name of the high fences around barracks as well, and also streetlights. I'll try that suggestion of looking for the type of one by its ID.
I've nothing against editor addons in themselves, but it would be easier for addon management if stuff like this could be handled without them. I hate having to look which addon to install before starting a mission (Gunslingers or Barrons or Kegetys or...) and they're not compatible with each other.
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Hmm well THobson earlier mentioned getting typeOf an object, but there's no such function mentioned in the manuals, and when I tried it, OFP just terminated and dumped me back to Windows.
object 21163 is the lamppost in Montignac, so I also tried moving it around:
_alamp = object 21163
_mypos = GetPos aP
_cx = _mypos select 0
_cy = _mypos select 1
_cz = _mypos select 2
_cy = _cy + 10
_alamp setPos [_cx,_cy,_cz]
but that just does nothing. Which is a shame.
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Emmm, .wrp embedded objects cannot be moved or deleted, unless you edit the .wrp file in an island editor.
Only objects placed in the editor or via scripts can be manipulated this way.
Planck
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It will be for a mp mission. Will other players also need to download it Plank?
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You could include it with the mission distribution, with instructions to shove it in Addons.
Planck
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Thanks again :)
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I guess I should give this up and get with the editor addon like everyone else, but...
I actually want to add streetlamps at the moment (to a barracks for a night action). Lustypooh's doc doesn't seem to list them. But I did this:
hint format ["%1",typeof (object 21163)]
(that object is the streetlamp in Montignac) and the answer was "StreetLampWood". So it has a name! But is still seems that CamCreate won't accept that name and add another. ???
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If you actually manage to add a streetlamp via the editor, when you switch it on, the light will appear half way up the post and not at the top. Sometimes if you try previewing it a second time the game will CTD.
This is because, to my mind, the streetlamps were never intended to be editor placed, but were only intended to be used in .wrp files, where they work very well.
They are also configured under class CfgNonAiVehicles.
The only lamps you can safely use in the editor, that I know of, are those that use the 'fire' simulation as opposed to the 'streetlamp' simulation. And they flicker a little.
Planck