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kegetys

Kegetys' editor addon v1.00

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I made an update to Gunslingers editor addon, this updated version includes most Resistance objects; houses, trees, roads, etc. in addition to original gunslingers objects. It also fixes bugs from the addon, and removes some not very useful objects from the editor list.

Download it from http://ofp.kege.cjb.net or http://kyllikki.tiimipeli.net

Read the readme from the archive for more information.

It needs OFP - Resistance of course.

Edit: Uploaded version 1.1 with the following changes:

- Fixed root class of Resistance City Hall (was not visible in editor list)

- Added Nogova castle ruins

- Accuracy tricks with Resistance objects to get different in-game names

(just "House" instead of "HOUSE Apartment Building 2flr E (Res)" for example)

- Some NameSounds added for Resistance objects so ther "spoken name" is also better

Upgrading is higly recommended wink.gif I dunno how I managed to miss the castle ruins from the first version... duh tounge.gif

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A question: Does the user of the map need to have the addon? If I remember correctly your previous object addon didn't require the end user to have it while Gunslinger's did.

Edit: Oh, forgot to say: Great work! That will come in handy smile.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (denoir @ July 10 2002,15:30)</td></tr><tr><td id="QUOTE">A question: Does the user of the map need to have the addon?<span id='postcolor'>

yes

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ July 10 2002,14:34)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (denoir @ July 10 2002,15:30)</td></tr><tr><td id="QUOTE">A question: Does the user of the map need to have the addon?<span id='postcolor'>

yes<span id='postcolor'>

Personally what I think would be more useful would be if someone posted a list of all the new Resistance object names so that instead of using an addon, the mission maker can simply use WordPad to add in the objects. This way the addon is not required. Many people refuse to download missions that require map editor addons which is why I only made one mission that required gunslingers addon and I was forced to make a version that didn't require it after getting tons of complaints about that.

However for those who hate working with Wordpad and who just want something integrated into the mission editor, your map editor upgrade is an excellent tool. However do you think Keg that you could also post the names of the new Resistance objects for those of us that prefer to use Word Pad?

Thanks!

Chris G.

aka-Miles Teg<GD>

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Dum01

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Those exist in the resistance config, the rest are just models which cannot be used without an addon.

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Hmm would it have involved too much work to make your own from scratch? Least that way you wouldn't have to be associated with a sell out sad.gif

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Cool editorupadte102 was the addon needed for the Enduring Fantasy demo. I couldn't find it tell now, cheers smile.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (placebo @ July 10 2002,16:46)</td></tr><tr><td id="QUOTE">Hmm would it have involved too much work to make your own from scratch? Least that way you wouldn't have to be associated with a sell out sad.gif<span id='postcolor'>

Huh? sell out? Gunslingers addon was originally based on my object addons tounge.gif

Writing a new one from scratch would have been incredibly stupid anyway as there are dozens of maps out there already that use gunslingers editor addon, and an update to the addon was neecessay as it didnt work with Resistance. Plus it had some bad bugs, and Gunslinger hasnt been around for a good while to update it.

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Well whether it was based on your addon or not you didn't sell out to shite german's who made a shite rip off unofficial addon.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ July 10 2002,14:59)</td></tr><tr><td id="QUOTE">Dum01

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Those exist in the resistance config, the rest are just models which cannot be used without an addon.<span id='postcolor'>

Thanks Keg! Much appreciated!

Chris G.

aka-Miles Teg<GD>

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*bump* because of v1.1 update, read the first post wink.gif

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Duh... of course a bug had slipped in, v1.11 uploaded, upgrade veeeery higly recommended to avoid crashes with older missions.

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Fuelstations on Nogova work no more with the editorupgrade in the res addon folder, in the normal addonfolder they do work so I guess is has to do with the addon beeing loaded before the noe addon (?).

Not sure about the fuelstations on the other Islands, I think they work regardless where the addon is installed.

Bug since first released version.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (KKB @ July 28 2002,04:21)</td></tr><tr><td id="QUOTE">Fuelstations on Nogova work no more with the editorupgrade in the res addon folder, in the normal addonfolder they do work so I guess is has to do with the addon beeing loaded before the noe addon (?).<span id='postcolor'>

Yes, this is caused because of the way ofp handles addons... As the EditorUpdate102.pbo gets loaded before O.pbo (They are loaded in alphabetical order) the game will then use everything from EditorUpdate102.pbo to get parameters for the static objects in Nogova. I can fix the fuel station bug (Seems like the resistance fuel station doesnt work even when its placed from the editor) but EditorUpdate102 getting loaded before O.pbo would still change the behaviour of some of the objects, so keeping it in OFP Addons dir instead of Resistance addons dir is "the correct way", as Resistance addons get loaded before OFP Addons.

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