Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1]   Go Down

Author Topic: New "Objects" menu item  (Read 3635 times)

0 Members and 1 Guest are viewing this topic.

Plowshare

  • Modder
  • member
  • Offline Offline
  • Posts: 639
New "Objects" menu item
« on: October 01, 2011, 07:04:48 PM »

Hi all:

Not sure this is the place for this but here goes...

I'm working on the static.ini file for the objects in the game and currently have approximately 1,600 humans in various uniforms at ground level and various heights. I'm working in DBW and will be adding another 375 to 750 to this number.

Now, what I'd like to know is, is there some way to make another "Objects" menu item in FMB called, say, "Human Objects" where I could set these separately for ease of placing them in missions.

I have them at the end of the current static.ini file but, every time objects are added in the file (I place the new objects in similar groups in the file), the numbers change.

Can someone could point me in the right direction?

Thanks for any help.

Bob
Logged

Wildchild

  • member
  • Offline Offline
  • Posts: 993
  • Bf 109 Killer
    • This is my professional racing page. Please check it out!
Re: New "Objects" menu item
« Reply #1 on: October 01, 2011, 07:44:27 PM »

See how other things, like stationary aircraft, are placed where they are and try copying that.

May work, not sure.......
Logged

Whiskey_Sierra_972

  • Modder
  • member
  • Offline Offline
  • Posts: 6581
  • In memory of my beloved hero: Saburo SAKAI!
Re: New "Objects" menu item
« Reply #2 on: October 03, 2011, 01:21:55 PM »

.....
BTW, I am very interested in your human objects addition (different hights is very nice to place them on stairs, vehicles, planes and so on)

And very useful to have finally unified rised human.....
Logged

juanmalapuente

  • member
  • Offline Offline
  • Posts: 777
Re: New "Objects" menu item
« Reply #3 on: October 03, 2011, 06:08:35 PM »

It would be great if you could place them also ON buildings.
Logged

Wildchild

  • member
  • Offline Offline
  • Posts: 993
  • Bf 109 Killer
    • This is my professional racing page. Please check it out!
Re: New "Objects" menu item
« Reply #4 on: October 03, 2011, 07:18:10 PM »

Is there any way we could edit the game to let us elevate or lower objects?
Logged

benitomuso

  • SAS Team
  • member
  • Offline Offline
  • Posts: 2587
  • P.A.L.
Re: New "Objects" menu item
« Reply #5 on: October 03, 2011, 08:39:23 PM »

Can someone could point me in the right direction?

I haven't ever looked at FMB classfiles, so I dunno, but maybe UP guys, Benitomuso and others that have modified FMB display can have an idea?

It would be indeed very helpfull to break down the current object menu in smaller categories (houses/industrial buildings/airfield/humans/bunkers/nature....etc)

BTW, I am very interested in your human objects addition (different hights is very nice to place them on stairs, vehicles, planes and so on)

As far as I know is not so easy. New classes have to be defined for other "type" of objects.

  I have to check how it is managed, but I think that new plugins for the Builder are required. Let me see and I will tell you.

  Regards,
                      Pablo
Logged

Whiskey_Sierra_972

  • Modder
  • member
  • Offline Offline
  • Posts: 6581
  • In memory of my beloved hero: Saburo SAKAI!
Re: New "Objects" menu item
« Reply #6 on: October 04, 2011, 07:43:29 AM »

IIRC in unlocked FMB the object are selected by their title in the static.ini section....maybe a modification in the build.ini that read the title and list the related object may be more than sufficient!
Logged

Plowshare

  • Modder
  • member
  • Offline Offline
  • Posts: 639
Re: New "Objects" menu item
« Reply #7 on: October 04, 2011, 08:29:00 AM »

Hi all:

benitomuso:


As far as I know is not so easy. New classes have to be defined for other "type" of objects.

  I have to check how it is managed, but I think that new plugins for the Builder are required. Let me see and I will tell you.
Long, long ago in a game far, far away, there was a mod called "Ship Pack" that got its own menu item in FMB. This was the inspiration for my asking about getting a similar thing for these objects.

SAS~crazyflak:


It would be indeed very helpfull to break down the current object menu in smaller categories (houses/industrial buildings/airfield/humans/bunkers/nature....etc)

BTW, I am very interested in your human objects addition (different hights is very nice to place them on stairs, vehicles, planes and so on)

On the idea of having multiple categories for things like "(houses/industrial buildings/airfield/humans/bunkers/nature....etc)" the only problem I could see with this is that what I call "airfield" you might call "industrial." On the other hand, there should be no problem swapping objects between categories so we could all have individualized lists but the game would see them in the missions even online.

All I did was add the lines "addheightlive" and "addheightdead" along with elevation values in meters. And yes, it looks really cool to taxi into your parking place and see crews working on other planes, moving supplies onto, or off of, trucks. Shoot I even have guys washing windows on a ladder and other guys roofing hangars or barracks. I used approximately .33m as height separations but made specific heights for porches, the fenders on the fuel trailers, the truck beds, all the control towers, and the scaffolds just to mention a few.

Wildchild:

Is there any way we could edit the game to let us elevate or lower objects?

I broached that subject of raising/lowering objects like the smoke and lights years ago and was told it was a no-go. Who knows though? Maybe someone has had a brainwave and we could do that as well. Frankly, I've always thought that should be the way to go so as to keep the objects list shorter. As I said in the beginning, I have 1,600 humans now with more on the way for a total of over 2,000 humans alone.

walter_solito:

IIRC in unlocked FMB the object are selected by their title in the static.ini section....maybe a modification in the build.ini that read the title and list the related object may be more than sufficient!

I thought unlocked FMB did that already. However, when I hit the "Unlocked FMB" item in the File menu I get the message "This function is not implemented yet." But even then, when you've got 3,000 to 5,000 items as I do it would take a long time to find just what you're looking for.

Anyway, I'm glad to see other folks having similar ideas and maybe, just maybe, we can either get this implemented (best-case scenario). Or, we just keep plugging along as we always have (worst-case). As far as I'm concerned what we have is OK (we've all been doing this for all these years) but it would be nice to have the convenience.

Bob
Logged

benitomuso

  • SAS Team
  • member
  • Offline Offline
  • Posts: 2587
  • P.A.L.
Re: New "Objects" menu item
« Reply #8 on: October 04, 2011, 09:05:44 AM »


I thought unlocked FMB did that already. However, when I hit the "Unlocked FMB" item in the File menu I get the message "This function is not implemented yet." But even then, when you've got 3,000 to 5,000 items as I do it would take a long time to find just what you're looking for.

Anyway, I'm glad to see other folks having similar ideas and maybe, just maybe, we can either get this implemented (best-case scenario). Or, we just keep plugging along as we always have (worst-case). As far as I'm concerned what we have is OK (we've all been doing this for all these years) but it would be nice to have the convenience.

Bob


Bob,
           the MissionProCombo doesn't have the switch to unlocked (Map) mode of FMB due to the fact that a massive rewriting was required to make a "on-the-fly" switch to the map plugins. I acheieved some results but making changes in a lot of places, and I think that it doesn't worth the pain.

  But truely I think that the biggest problem is there, I mean: in the plugins for map making, which are not the same ones that for mission making FMB. In map making you have thousands of unrecognizable categories of objects. And that's a problem.

  Regards,
                      Pablo
Logged

Plowshare

  • Modder
  • member
  • Offline Offline
  • Posts: 639
Re: New "Objects" menu item
« Reply #9 on: October 06, 2011, 08:53:42 AM »

Hi all:

OK. I came up with this idea as I was working yesterday:

We all know that if there is an object in the static.ini file that has the same name - [buildings.House$abc] - in two or more places, when the object is placed on a map for a mission the number will jump from the first occurrence to the last.

Example: [buildings.House$abc] at Object 0, Object 75, and at Object 150. When you place Object 0 on a map for a mission it will 'jump' to Object 150. With this in mind we can make triggers to whatever categories we want to make. I've been doing this for the past couple of years for my humans but just now came to the realization that this could work for this situation just as well.

Here's an example (leaving out the full text-block(s) for the objects) and just using the object-name line of text; in practice you would use the full text-blocks in the appropriate areas:

Place [buildings.House$BP_Earth] at Object 0 and at Object 50 - the beginning of Earth Blast Pens but, more importantly, the beginning of ALL Blast Pens.

When you place Object 0 on a map it will 'jump' to Object 50 at which point you will be into the section of all Blast Pens.

Now, you can subdivide this group into Earth Blast Pens, Concrete Blast Pens, Grass Blast Pens and Coral Blast Pens by placing other triggers under Object 50 using [buildings.House$BP_Concrete] as Object 51, [buildings.House$BlastpenGrass] as Object 52,  and [buildings.House$BlastPen_CoralSand_Large] as Object 53.

You would place a copy of [buildings.House$BP_Concrete]  after the last Earth Blast Pen; a copy of [buildings.House$BlastpenGrass] after the last Concrete Blast Pen; and, finally, a copy of [buildings.House$BlastPen_CoralSand_Large] after the last Grass Blast Pen.

If [buildings.House$BP_Earth] is the Earth Blast Pen you want to use then you simply place it. If, however, you want one or more of the other Earth Blast Pens you then scroll through the rest of the Blast Pen triggers to get the other Earth Blast Pens at starting at Object 54.

You could jump right to subdivisions from the top of the Objects list using the Concrete, Grass, and Coral triggers but I feel this would clutter the top of the list and you can subdivide just as easily in the sections themselves.

I know this is an extreme example but I'm just using this as an example. I wouldn't use sub-sections unless there was more than say, 30 objects in a section. You could place all hangars together then subdivide them into German, RAF, Pacific, French, or whatever logic you wish to use. You could use triggers to get into the middle of a section then scroll up and down to find the object(s) you want.

Two advantages to this system:

No one has to try to code another menu item for FMB, and, as you add objects to the static.ini file, the triggers would still get you to the right sections even if their number changes.

I realize this sounds complicated but, once you understand the process, it's really very simple. In the case of the stock static.ini file in DBW someone has considerately divided most of the objects into groups and you can just copy/paste text-blocks to make the triggers at the top and for subdivisions.

Bob


Logged

Wildchild

  • member
  • Offline Offline
  • Posts: 993
  • Bf 109 Killer
    • This is my professional racing page. Please check it out!
Re: New "Objects" menu item
« Reply #10 on: October 10, 2011, 04:46:01 PM »

Wildchild:

Is there any way we could edit the game to let us elevate or lower objects?

I broached that subject of raising/lowering objects like the smoke and lights years ago and was told it was a no-go. Who knows though? Maybe someone has had a brainwave and we could do that as well. Frankly, I've always thought that should be the way to go so as to keep the objects list shorter. As I said in the beginning, I have 1,600 humans now with more on the way for a total of over 2,000 humans alone.


If thats possible now, that would make life soooo much easier :P
Logged
Pages: [1]   Go Up
 

Page created in 0.045 seconds with 24 queries.