jandrews 116 Posted November 11, 2014 hey all, this is probably a beginner level question, BUT have always wondered this. I usually place items like buildings, docks etc on map with "helpers" in editor like grass cutter and use this in init field of item. nul = "Land_Airport_Tower_F" createVehicle position this; deleteVehicle this; But I have seen this using the "helpers" item yellow question mark box too. BUT it seems you have to do something a bit different in way of naming the box or giving it a title. Can anyone explain how do with this? Thanks. Share this post Link to post Share on other sites
Heeeere's johnny! 51 Posted November 11, 2014 Honestly, I don't understand what you want to say by all that. I understand that you are creating buildings etc. on the editor map aside with helpers. My first question is, what do you need that helper for and what kind of object is that helper? Secondly, what does the createVehicle line show? And thirdly, what do you mean with that "yellow question mark box" sentence? I'm willing to help, but I just don't understand what you're saying... :( Share this post Link to post Share on other sites
jshock 513 Posted November 11, 2014 Honestly' date=' I don't understand what you want to say by all that. I understand that you are creating buildings etc. on the editor map aside with helpers. My first question is, what do you need that helper for and what kind of object is that helper?Secondly, what does the [i']createVehicle[/i] line show? And thirdly, what do you mean with that "yellow question mark box" sentence? I'm willing to help, but I just don't understand what you're saying... :( I know what he is talking about, but never actually knew how to do it myself, the "yellow question mark box" looks basically like the user texture object, but an object is attached to it instead, it's kind of hard to explain. Share this post Link to post Share on other sites
iceman77 19 Posted November 11, 2014 Hmm, I think you are referring to the usertexture objects. You can use it just as any other objects to run code. eg; to create a vehicle or object. Though I think most utilize those objects to create billboards and such with setObjectTextureGlobal. Share this post Link to post Share on other sites
jshock 513 Posted November 12, 2014 Here is a picture example of what he is looking for, as you can see it looks like the user texture editor icon, but it is a physical object on the map (a hangar in this case): Share this post Link to post Share on other sites
iceman77 19 Posted November 12, 2014 Ahh. I thought he wanted an helper object. Share this post Link to post Share on other sites
Ridden 10 Posted November 12, 2014 Hello i can't understand the main problem. Okay there is a "question mark" on your object but that's not a problem don't worry about that. You can use createVehicle [type, position, markers, placement, special] and call it at the starting instead, you'll don't get these objects in your mission editor anymore. You can use http://www.antihelios.de/EK/Arma/pages/ArrowMarker_L_F.htm to find easily the classname you are searching for. Maybe my answer was not concerning your problem Share this post Link to post Share on other sites
SilentSpike 84 Posted November 12, 2014 I know exactly what you mean on all accounts. You don't place a user texture object, you just place any object and then open up mission.sqm with a text editor and replace the classname with the one you want. If there is no editor icon assigned to the object it will use that default one. Share this post Link to post Share on other sites
Ridden 10 Posted November 12, 2014 I know exactly what you mean on all accounts.You don't place a user texture object, you just place any object and then open up mission.sqm with a text editor and replace the classname with the one you want. If there is no editor icon assigned to the object it will use that default one. Okay so that's that. he wanted to delete these textures objects on the 2d editor maybe. Share this post Link to post Share on other sites
jshock 513 Posted November 12, 2014 I know exactly what you mean on all accounts.You don't place a user texture object, you just place any object and then open up mission.sqm with a text editor and replace the classname with the one you want. If there is no editor icon assigned to the object it will use that default one. I never said to use the user texture objects, I was just saying it replaced whatever was there previously with that same icon :p. Share this post Link to post Share on other sites
jandrews 116 Posted November 12, 2014 Here is a picture example of what he is looking for, as you can see it looks like the user texture editor icon, but it is a physical object on the map (a hangar in this case):http://i.imgur.com/bl5GFLT.jpg Hey all, thanks for the responses so far. Yes this is what I have seen in the editor and am wondering basically how to use this to createvehicle. I have used nul = "Land_Airport_Tower_F" createVehicle position this; deleteVehicle this; it the objects init field for a grass cutter helper. BUT just wondering. I have seen these mostly used from the arma 3d editor. shh.... I know the 3d editor is a bad word. Its not a huge deal guys, I just wondered how to use these helpers in the editor. I didn't want to use a paa in general but have for other stuff like signs, I also have detected that if you modify these when used from another mission copy/paste, change the elevation or something it changes to something else. ---------- Post added at 15:38 ---------- Previous post was at 15:32 ---------- Hello i can't understand the main problem. Okay there is a "question mark" on your object but that's not a problem don't worry about that. You can use createVehicle [type, position, markers, placement, special] and call it at the starting instead, you'll don't get these objects in your mission editor anymore. You can use http://www.antihelios.de/EK/Arma/pages/ArrowMarker_L_F.htm to find easily the classname you are searching for. Maybe my answer was not concerning your problem So do you place createVehicle [type, position, markers, placement, special] in init field of helper? If you like that link, check this one. its almost complete with all objects. kinda cool. http://www.sirlondon.net/arma3/library.php Share this post Link to post Share on other sites
iceman77 19 Posted November 12, 2014 Is this entire thread about how to create a vehicle from an object's initialization :confused: For the record, the only "Helper" objects with a question mark ARE the user texture objects. Share this post Link to post Share on other sites
jandrews 116 Posted November 12, 2014 Is this entire thread about how to create a vehicle from an object's initialization :confused: For the record, the only "Helper" objects with a question mark ARE the user texture objects. yes and yes. all I am wondering is how to do what you see in JShock's lovely picture. I can already do it with helpers like grass cutter and invisible helipad BUT was wondering how to with the question mark box. A plus with the question mark to is for some reason with the grass cutter and heli pad I have to use nul setDir BUT for question mark you can rotate it to direction. Share this post Link to post Share on other sites
SilentSpike 84 Posted November 12, 2014 I feel like I have no idea what half of the posts in this thread are talking about anymore. The question mark box isn't an object, it's just the default icon for objects that have no editor icon. I'm super confused because you're mentioning .paa texture files but you want to spawn in an object (a totally unrelated thing) and JShock said he never knew how to do it himself and then later seemed to suggest he had already said what I said. :butbut: Share this post Link to post Share on other sites
iceman77 19 Posted November 12, 2014 What was misleading to me was the whole "helper" objects in the first post. As the only objects under objects (helper) in the editor, with the default icon, is the userTexture object. I still can't understand exactly what is needed here myself. But hopefully one of the others are grasping what's going on here!! LOL. Share this post Link to post Share on other sites
jshock 513 Posted November 12, 2014 What was misleading to me was the whole "helper" objects in the first post. As the only objects under objects (helper) in the editor, with the default icon, is the userTexture object. I still can't understand exactly what is needed here myself. But hopefully one of the others are grasping what's going on here!! LOL. Ok, so let's see if I can somehow formulate my understanding of this into something we can all get :p. So, JAndrews is/was using these helper objects (grass cutter, helipad, etc.) as just a means by which to create a new object in place of it (via the init field of the grass cutter/helipad/etc), but as you see with the previous picture I posted, there is a way to make objects (that aren't in the helper category), but have just the icon of what would be the user texture icon (but it isn't a user texture). Take this picture as another example, this is a airbase built in the salt flats on Altis, every "?" box is anything from a runway light to a hangar, to a radar dome, etc. http://i.imgur.com/vtL3PfB.jpg (386 kB) But when you double click to look at this object's menu (init field and so forth), it actually deletes what that object was before you clicked it, so it's weird, and I'm sorry if this doesn't help anymore than the rest of the thread, but like I said, I know what he is talking about, I just haven't done it myself before, so it's hard to explain. ---------- Post added at 22:28 ---------- Previous post was at 22:24 ---------- The question mark box isn't an object, it's just the default icon for objects that have no editor icon. So yes this is correct, but he is wondering how to make "?" box pop up for that object, because currently he is doing it through a "third-party" object (being one of the helper objects, i.e. helipad). Share this post Link to post Share on other sites
SilentSpike 84 Posted November 13, 2014 Yeah, like I said before you make those objects by editing mission.sqm manually. The reason they get reset when you edit them in editor is because they don't have the scope set to be used by the editor. Share this post Link to post Share on other sites
jandrews 116 Posted November 14, 2014 I know exactly what you mean on all accounts.You don't place a user texture object, you just place any object and then open up mission.sqm with a text editor and replace the classname with the one you want. If there is no editor icon assigned to the object it will use that default one. Sounds like a little more work but thanks for the info. so you just replace the "object_name" and the original direction given remains? or should I define that too? Share this post Link to post Share on other sites