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Author Topic: Mortar "AAA117"  (Read 1907 times)

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Offline Mandoble

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Mortar "AAA117"
« on: 09 Jan 2006, 00:47:39 »
Is AAA117 a BIS object?

Offline Planck

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Re:Mortar "AAA117"
« Reply #1 on: 09 Jan 2006, 00:59:32 »
I think it is a classname from the editorupdate by Kegetys or General Barron.

But don't quote me on that.   8)

EDIT: yes...found it:
Code: [Select]
class AAA117: Helicopter {scope=public;fuelCapacity=0;hideUnitInfo=1;setfuel=0;vehicleClass="EU - Misc";icon=\editorupdate102\icons\staticweapons.jpg;setdammage= 0.999999970197677556799;cost=0;mapSize=1;destrType=destructengine;displayName="Explosive MorterShell";model=\data3d\mortarShell;};


Planck
« Last Edit: 09 Jan 2006, 01:03:40 by Planck »
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Offline Mandoble

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Re:Mortar "AAA117"
« Reply #2 on: 09 Jan 2006, 14:26:19 »
Thanks Planck.

Do you know of any equivalent or similar BIS object? I'm looking for a water-resistant small object that does not expires with time (or expires after more than a minute). It will be used as base object for torpedoes, but it is a must to be an official BIS object. AAA117 was perfect for that purpose  :(

Offline Planck

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Re:Mortar "AAA117"
« Reply #3 on: 09 Jan 2006, 15:28:39 »
AAA1117 is the classname given to this object by Kegetys/General Barron in the config for the editorupdate.

The actual model used is a BIS object (data3d\mortarShell.p3d).

As this object does not have an entry in the game config, it had to be given a classname in the editorupdate, in this case it was given the classname AAA1117.

I see no reason not to use it as it is a BIS standard object model that everyone should already have.


Planck
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Offline h-

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Re:Mortar "AAA117"
« Reply #4 on: 09 Jan 2006, 17:05:15 »
Quote
As this object does not have an entry in the game config, it had to be given a classname in the editorupdate, in this case it was given the classname AAA1117.
In a way, true..
It has a class, but its' not a vehicle class ::) :P ;D

Quote
I see no reason not to use it as it is a BIS standard object model that everyone should already have.
If mandoble want's no AddOns required, then he can not use the AAA117 classname now can he...

In which case Mandoble you're stuck because there really is no other way to get the mortar model in as an object...
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Offline Mandoble

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Re:Mortar "AAA117"
« Reply #5 on: 09 Jan 2006, 17:34:49 »
Wait,
I'm in no way an addon expert, but, as far as I'm understanding you two, the conclussion is that AAA1117 object may be used, but there may be a limitation if used inside the OFP editor without having Kegetys/General Barron addon.

Well, "AAA1117" object will never be used inside the editor, it is an input parameter for one special type of missile (torpedo) used by one script.

So, lets suppose you dont have the Kegetys/General Barron addon, may you use "AAA1117" as the type of object for createVehicle or camCreate within a script?

Offline Planck

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Re:Mortar "AAA117"
« Reply #6 on: 09 Jan 2006, 17:52:21 »
Without the editorupdate, the only way to use this model is to write a config which uses it. (Much like the editorupdate had to do in order to use it or make it available via a classname.

In short, there is no way you can easily use this object model without having a config which will define its classname and operational parameters.


Planck
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Offline Mandoble

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Re:Mortar "AAA117"
« Reply #7 on: 09 Jan 2006, 18:29:00 »
Ok, then the only BIS object small enough and water-resistant I can think of is the bike. As long as it keeps underwater, it will act as a valid torpedo.

Offline Mandoble

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Re:Mortar "AAA117"
« Reply #8 on: 09 Jan 2006, 21:49:59 »
I did some successful tests with the "Kolo" (bike) below water, hope this is an official BIS object.

Offline Planck

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Re:Mortar "AAA117"
« Reply #9 on: 09 Jan 2006, 22:15:10 »
It is....definitely official.   ;D

EDIT:  But only for Resistance, not CWC 1.46


Planck
« Last Edit: 09 Jan 2006, 22:22:14 by Planck »
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