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Author Topic: Kegetys editor update 1.11  (Read 849 times)

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BlackDeath7

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Kegetys editor update 1.11
« on: 24 Apr 2005, 06:08:01 »
hey guys,

I used to have gunslinger's old editor update 1.02 and just downloaded kegetys new "updated" version.  However, I noticed that all of the cool explosive objects are gone and most of the cool yet odd objects are nowhere to be found.  Kegetys says on his website that most can be used by using the "createVehicle" command.  Can someone either tell me where to find the objects or give me a list of the names of the objects so I can put them in the editor with the "createVehicle" command?  One more question:  How do I find and get the position of a vehicle so I can place it using the "createVehicle" command without going into notepad, looking it up, and then copying it into the scripting/syntax text bar?  Thanks.

Offline bedges

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Re:Kegetys editor update 1.11
« Reply #1 on: 24 Apr 2005, 09:12:40 »
um, i would suggest downloading general barron's editor update - it has everything.

« Last Edit: 24 Apr 2005, 09:13:36 by bedges »

Offline THobson

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Re:Kegetys editor update 1.11
« Reply #2 on: 24 Apr 2005, 09:54:43 »
Quote
it has everything
Mmmmm?  This is really a question for macguba that has been in the back of my mind for a while but I have never remembered it when there was a chance to ask.

In Un-Impossible there is a superbly placed loo at the top of the mountain, when I open the mission in the editor it tells me this object is a house - when I open the object it tells me it is a flag and when I save it that is exactly what I get - a flagpole.  I have General Barron's Editor Update, but it looks like there are somethings I can't get at myself - but the mission will play.

Any ideas?  Just idle curiosity in case I need a working loo at some pont.

EDIT: - Cool explosives?  I must be missing something, I can't get them to do anything, though it is mildy interesting to get in them.
« Last Edit: 24 Apr 2005, 09:56:32 by THobson »

Offline bedges

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Re:Kegetys editor update 1.11
« Reply #3 on: 24 Apr 2005, 10:00:21 »
do you mean the 'toilet bowl'? it's under EU - furnishings...

Offline THobson

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Re:Kegetys editor update 1.11
« Reply #4 on: 24 Apr 2005, 10:02:18 »
No it is a hut that opens and inside is a plank of wood with a hole in it - If I remember correctly.

Offline bedges

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Re:Kegetys editor update 1.11
« Reply #5 on: 24 Apr 2005, 10:20:31 »
EU - buildings - HOUSE outhouse E (res) ;)
« Last Edit: 24 Apr 2005, 10:21:00 by bedges »

Offline macguba

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Re:Kegetys editor update 1.11
« Reply #6 on: 24 Apr 2005, 10:45:36 »
General Barron's is the one you should have.   Kegetys - which was marvellous at the time -  is now completely obsolete and should be consigned to history along with objects1 and objects2.   I believe Gunslinger's is still the business if you have 1.46.

When Un-Impossible was first created I used Kegetys' and objects1 and 2 since GB's was not available.    When it was released, I switched the mission over, an exercise that although ultimately successful was not without its problems.

The flag is the "default" object.    When the game gets confused as to exactly what's going on, it places a flag.     In this case the outhouse was placed with an obsolete addon and for some reason not replaced with the correct one.    The mission will still work fine - GB's addon and Kegetys are compatible - but if you try to edit the object for some reason the game gets confused and the flag appears instead.    Delete the existing object and replace it with a new, identical outhouse and all will be well.
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Offline THobson

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Re:Kegetys editor update 1.11
« Reply #7 on: 24 Apr 2005, 11:53:38 »
Mystery solved.  I could have sworn I had looked at every building under the EU section. - Actually now I come to think of it I have really only looked at all the Houses - not Outhouses

Offline Planck

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Re:Kegetys editor update 1.11
« Reply #8 on: 24 Apr 2005, 12:01:58 »
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.

Mind you, there are approximately 818 p3d files that are not included in the configs and therefore have no class names.

I think the outdoor toilet referred to here is:

kbud.p3d.....class name "Dum02"

So, it should be possible to createvehicle it with that class name.


Planck
« Last Edit: 24 Apr 2005, 12:57:21 by Planck »
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Offline THobson

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Re:Kegetys editor update 1.11
« Reply #9 on: 24 Apr 2005, 12:43:16 »
Bloody hell Planck you are incredible :)

Offline General Barron

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Re:Kegetys editor update 1.11
« Reply #10 on: 26 Apr 2005, 01:04:49 »
Quote
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=658

That 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.

Quote
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.
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Offline Sui

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Re:Kegetys editor update 1.11
« Reply #11 on: 27 Apr 2005, 07:48:58 »
One handy thing I tend to use is something like this:

hint format ["%1",typeOf (object xxxx)]

Where xxxx is the number of a map object which you would like to know the editor name for.

I've found that if I ever see an object that I want to use, I can try that to see if it returns a classname (No editor addons necessary). Esentially the same thing as going through the p3d's, but accessible in the editor.

However, not all will return a class name, unfortunately...

Offline Planck

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Re:Kegetys editor update 1.11
« Reply #12 on: 27 Apr 2005, 19:24:23 »
Quote
However, not all will return a class name, unfortunately...

I imagine that would be because the object, or objects,  in question, are included in the 818 model files that have no config entry.

Edit:  Correction 830 models.......not 818

Planck
« Last Edit: 28 Apr 2005, 01:17:03 by Planck »
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