Home   Help Search Login Register  

Author Topic: removing buildings  (Read 799 times)

0 Members and 1 Guest are viewing this topic.

Moulder

  • Guest
removing buildings
« on: 02 Nov 2002, 06:52:23 »
Can I remove buildings that I didnt put there, like it was just a town. I want to take those out and put in some of my own or something, Possible???
Please Reply, and Reply to my First one ;D

CareyBear

  • Guest
Re:removing buildings
« Reply #1 on: 02 Nov 2002, 07:38:45 »
No, you can't remove buildings that are part of the map. They are just objects, but they are referenced in the .wrp file which defines the island.

The only way to do it is to copy the island .wrp file, open in wrpedit, change the island around, pack it up in a .pbo and you've got a custom island.. but that's a lot harder than it sounds.

Moulder

  • Guest
Re:removing buildings
« Reply #2 on: 02 Nov 2002, 07:41:18 »
ok then i wont do that  ;D
Thanks for the Reply ,Still need  help with the invisible ammo crates  ;D

Putin

  • Guest
Re:removing buildings
« Reply #3 on: 02 Nov 2002, 13:17:42 »
Acctilly one should be able do delete or at least destroy thing on a map.If you have ressistance every thing on the map has a number, and I downloadet a skript (Bridge destroy or something like that) and through that script the creater was able to destroy the bridge on Nogova, so why not delete it?

Dschulle

  • Guest
Re:removing buildings
« Reply #4 on: 03 Nov 2002, 18:57:45 »
If you have resiatance then use:

_clearobj=[41239,41237,41233,41240,41238,41253,41252,41241,41242]
"(object _x) setpos [0,0,0]" foreach _clearobj

Put the object id's you want to "delete" into the _clearObj array

Offline Sui

  • Former Staff
  • ****
    • OFPEC
Re:removing buildings
« Reply #5 on: 04 Nov 2002, 00:32:26 »
However be very, very careful when using that method (or any method involving moving/deleteing map objects) as it will effect your map until you next restart OFP.

I recommend you don't use that method unless you know how to set the objects back to their original positions (You can't just use getpos/setpos)

Putin

  • Guest
Re:removing buildings
« Reply #6 on: 04 Nov 2002, 08:39:01 »
I tried now what you said Dschulle but I couldn't get it to work. I wrote everything like you wrote it with the exeption that I only used the number 74 (A house on Nogova).It always gives me an error report.

dreaming_adam

  • Guest
Re:removing buildings
« Reply #7 on: 28 Nov 2002, 06:31:33 »
NEVER EVER use setpos on buildings that are statically defined in the map. If you create missions that do this, it will not only screw up all the other missions until the next restart of flashpoint, but since PATCH 1.90 (just recently released) this has been disabled.

That means that as soon as everybody upgrades, your missions will be unplayable.

If you want to create your own building layouts on maps, download and learn a tool such as wrpedit (there are tutorials in the editing section of this site).

On the otherhand, if you wish to DESTROY a building, and you have resistance or higher, use the following command
object(id) setdammage 1

replacing ID with the buildings ID from the mission editor.