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Author Topic: CamCreate or VehicleCreate Walls  (Read 2743 times)

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Offline Planck

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Re:CamCreate or VehicleCreate Walls
« Reply #15 on: 09 Mar 2005, 22:30:09 »
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
I know a little about a lot, and a lot about a little.

Silencer

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Re:CamCreate or VehicleCreate Walls
« Reply #16 on: 09 Mar 2005, 22:49:47 »
So, you certainly need addons to create those walls ??
That is too bad :S

Thanks for all your help!

Offline Planck

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Re:CamCreate or VehicleCreate Walls
« Reply #17 on: 09 Mar 2005, 23:05:51 »
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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bluehand

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Re:CamCreate or VehicleCreate Walls
« Reply #18 on: 13 Mar 2005, 01:13:08 »
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.

bluehand

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Re:CamCreate or VehicleCreate Walls
« Reply #19 on: 13 Mar 2005, 01:59:44 »
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.

Offline Planck

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Re:CamCreate or VehicleCreate Walls
« Reply #20 on: 13 Mar 2005, 05:08:12 »
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
« Last Edit: 13 Mar 2005, 05:09:57 by Planck »
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Silencer

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Re:CamCreate or VehicleCreate Walls
« Reply #21 on: 13 Mar 2005, 11:08:35 »
It will be for a mp mission. Will other players also need to download it Plank?

Offline Planck

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Re:CamCreate or VehicleCreate Walls
« Reply #22 on: 13 Mar 2005, 20:45:41 »
You could include it with the mission distribution, with instructions to shove it in Addons.


Planck
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Silencer

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Re:CamCreate or VehicleCreate Walls
« Reply #23 on: 13 Mar 2005, 22:36:22 »
Thanks again :)

bluehand

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Re:CamCreate or VehicleCreate Walls
« Reply #24 on: 22 Mar 2005, 01:55:45 »
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.   ???

Offline Planck

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Re:CamCreate or VehicleCreate Walls
« Reply #25 on: 22 Mar 2005, 02:48:54 »
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
I know a little about a lot, and a lot about a little.