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Author Topic: Using Ingame objects without a editor upgrade  (Read 770 times)

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Whiskey

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Using Ingame objects without a editor upgrade
« on: 26 Jan 2006, 20:55:58 »
I have used in the past some buildings[Houses] this way. I have found a few list were they had some of the buildings but not the full list. Are there some object you cant use this way? or If there is some sort of full object list if someone could post a link for it.


Thanks

Offline Planck

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Re:Using Ingame objects without a editor upgrade
« Reply #1 on: 26 Jan 2006, 21:09:53 »
There are approx 1404 p3d models in the game.

553 of these have classnames because they are configured in one or more config files.

The rest, 851, have no config entry anywhere and so have no classnames.

You need a classname to use a model in the mission editor, which is what the various editor upgrades do, they configure most models that have no classnames, thereby giving them a classname and making them available for use in the editor.

There is a resource available that lists p3d files and their associated classnames from the game config.bin.
It also lists the models with no classname.

Get it Here


Planck
« Last Edit: 26 Jan 2006, 21:11:18 by Planck »
I know a little about a lot, and a lot about a little.

Whiskey

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Re:Using Ingame objects without a editor upgrade
« Reply #2 on: 26 Jan 2006, 22:25:18 »
just what i was looking for ;D...thanks

Offline General Barron

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Re:Using Ingame objects without a editor upgrade
« Reply #3 on: 26 Jan 2006, 23:18:34 »
Grab Girts' Resistance Object Pack. It will let you place all of the objects added with Resistance which are configured for placement in game. Players of your mission will NOT require the addon.

I had compiled a list of CWC objects that could be placed by altering the mission.sqm (with hopes of making another addon similar to Girts'), but I seem to have lost that. Anyway, it was mainly just houses that could be placed this way. Planck's reference might have this info.
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