Truth be told, if you have a list of all the p3d's and their associated class names, that have an entry in one of the games config.cpp files, you can place most, if not all of them using createvehicle or creatunit, whichever is most appropriate.
True, although it is a pain in the arse to keep editing the mission.sqm. This handy-dandy little addon "unlocks" all of those objects for you though, and then players who play your mission WON"T need the addon to play:
http://www.ofpec.com/editors/resource_view.php?id=658That only works for objects included in Restance, unfortunately. There are a number of objects in the CWC config that could be placed by editing the mission.sqm as well. I had gone thru and made a list of them all, but I wasn't able to make an addon similar to Girt's addon above. All of those objects are available via the EU, however.
um, i would suggest downloading general barron's editor update - it has everything.
I guess I should correct this statement... the annoying truth is that there are a number of .p3d models that are NOT used by Kegety's EU, and thus not used in mine.
There is another EU floating around out there (I don't have a link ATM) called editorupdate102noe.pbo. About 1/4 of the objects in that EU are NOT in Kegety's/my EU (The other 3/4 are in Keg's). Many non-english missions use this EU instead of Kegetys'.
The problem with editorupdate102noe.pbo is that the objects are all named "house xxx", so you have to place all 100 or so objects to find what they are. One of these days I'm going to rework that EU as well, and do two things: hide all the objects that are already in Keg's EU, and rename all the objects with descriptive names.