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dr. hladik

New command createObject for decorative objects

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33 minutes ago, fn_Quiksilver said:

One thing that would really help for Simple Objects, is an ASLToWorld model offset config value, so we can use setPosWorld reliably with simple objects.

 

 

Not sure what you are asking.

 

/*
    INCLUDE INHERITED ENTRIES: false
    SHOW CLASSES ONLY: false
    CONFIG PATH: bin\config.bin/CfgVehicles/Land_Crane_F
    SOURCE ADD-ON(S): A3_Structures_F_Ind_Crane
*/

class Land_Crane_F: House_F
{
    author = "Bohemia Interactive";
    mapSize = 41.7;
    class SimpleObject
    {
        eden = 0;
        animate[] = {};
        hide[] = {};
        verticalOffset = 18.285;
        verticalOffsetWorld = 0;
    };
    editorPreview = "\A3\EditorPreviews_F\Data\CfgVehicles\Land_Crane_F.jpg";
    _generalMacro = "Land_Crane_F";
    scope = 2;
    scopeCurator = 2;
    displayName = "Crane";
    model = "\A3\Structures_F\Ind\Crane\Crane_F.p3d";
    icon = "iconObject_7x1";
    editorCategory = "EdCat_Structures_Altis";
    editorSubcategory = "EdSubcat_ConstructionSites";
    vehicleClass = "Cargo";
    cost = 55000;
    featureSize = 40;
    ladders[] = {{"Ladder_1_start","Ladder_1_end"}};
    class Destruction
    {
        animations[] = {{"A3\Structures_F\Ind\Crane\Data\Anim\Crane.rtm",0.5,3}};
    };
};

Note 

 

Quote

verticalOffset = 18.285;

 

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5 minutes ago, killzone_kid said:

 

Not sure what you are asking.
 

...

 

giphy.gif

 

well dang

 

this changes everything!

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Just now, killzone_kid said:


You can buy @warkonaut a beer

 

Is this 1.66? I don't have this SimpleObject class

 

DBC8870A907641F4AAA904574B26B6373997D7FC

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While we're on topic, lets extend getModelInfo to accept config classname in addition to the current object

 

https://community.bistudio.com/wiki/getModelInfo

 

_model = (getModelInfo 'Land_Crane_F') select 1;

 

so we can createSimpleObject from classname without the performance-heavy getText

_model = getText (configFile >> 'CfgVehicles' >> _type >> 'model');

 

Yes we can use createsimpleobject ['classname']    but that changes other things and increases the performance burden slightly. most simple object usage I have is for the "simple" simple objects

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On 08/04/2017 at 3:27 AM, fn_Quiksilver said:

createSimpleObjectLocal pls :)

 

PRETTY-PLEASE-8ygkgd.jpg

This.

Maximum caching and BringBackMyFps mode enabled. :>>>>>>

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RChmEdK.jpg

 

Is that intended? Muzzle flash, BIS logo & that weird artifact behind the wind shield?

 

Also, could anyone rename this thread so it's easier relatable to the simpleObject command?

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1 hour ago, R3vo said:

RChmEdK.jpg

 

Is that intended? Muzzle flash, BIS logo & that weird artifact behind the wind shield?

 

Also, could anyone rename this thread so it's easier relatable to the simpleObject command?

 

use the alternative syntax  [type,posASL]  for vehicles, will automatically hide these selections (zasleh, clan, etc)

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1 hour ago, fn_Quiksilver said:

 

use the alternative syntax  [type,posASL]  for vehicles, will automatically hide these selections (zasleh, clan, etc)

 

I've used the Eden attribute.

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6 hours ago, R3vo said:

Is that intended?


What do you mean? This is default state of the model. Hide the selections you don't want to see.

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7 hours ago, killzone_kid said:


What do you mean? This is default state of the model. Hide the selections you don't want to see.

 

Hunter:
 

/*
    INCLUDE INHERITED ENTRIES: false
    SHOW CLASSES ONLY: false
    CONFIG PATH: bin\config.bin/CfgVehicles/B_MRAP_01_F/SimpleObject
    SOURCE ADD-ON(S): A3_Soft_F_MRAP_01
*/

class SimpleObject
{
    eden = 1;
    animate[] = {{"damagehide",0},{"damagehidevez",0},{"damagehidehlaven",0},{"wheel_1_1_destruct",0},{"wheel_1_2_destruct",0},{"wheel_1_3_destruct",0},{"wheel_1_4_destruct",0},{"wheel_2_1_destruct",0},{"wheel_2_2_destruct",0},{"wheel_2_3_destruct",0},{"wheel_2_4_destruct",0},{"wheel_1_1_destruct_unhide",0},{"wheel_1_2_destruct_unhide",0},{"wheel_1_3_destruct_unhide",0},{"wheel_1_4_destruct_unhide",0},{"wheel_2_1_destruct_unhide",0},{"wheel_2_2_destruct_unhide",0},{"wheel_2_3_destruct_unhide",0},{"wheel_2_4_destruct_unhide",0},{"wheel_1_3_damage",0},{"wheel_1_4_damage",0},{"wheel_2_3_damage",0},{"wheel_2_4_damage",0},{"wheel_1_3_damper_damage_backanim",0},{"wheel_1_4_damper_damage_backanim",0},{"wheel_2_3_damper_damage_backanim",0},{"wheel_2_4_damper_damage_backanim",0},{"glass1_destruct",0},{"glass2_destruct",0},{"glass3_destruct",0},{"glass4_destruct",0},{"glass5_destruct",0},{"glass6_destruct",0},{"fuel",1},{"wheel_1_1",0},{"wheel_2_1",1},{"wheel_1_2",1},{"wheel_2_2",1},{"wheel_1_1_damper",0.5},{"wheel_2_1_damper",0.53},{"wheel_1_2_damper",0.56},{"wheel_2_2_damper",0.55},{"daylights",0},{"pedal_thrust",0},{"pedal_brake",1},{"wheel_1_1_damage",0},{"wheel_1_2_damage",0},{"wheel_2_1_damage",0},{"wheel_2_2_damage",0},{"wheel_1_1_damper_damage_backanim",0},{"wheel_1_2_damper_damage_backanim",0},{"wheel_2_1_damper_damage_backanim",0},{"wheel_2_2_damper_damage_backanim",0},{"drivingwheel",0},{"steering_1_1",0},{"steering_2_1",0},{"indicatorspeed",0},{"indicatorfuel",1},{"indicatorrpm",0},{"indicatortemp",0},{"indicatortemp_move",0},{"indicatortemp2",0},{"indicatortemp2_move",0},{"reverse_light",0},{"door_lf",0},{"door_rf",0},{"door_lb",0},{"door_rb",0}};
    hide[] = {"clan","zasleh","light_l","light_r","light_r2","light_l2","zadni svetlo","brzdove svetlo","podsvit pristroju","poskozeni"};
    verticalOffset = 2.051;
    verticalOffsetWorld = -0.145;
};

 

Pawnee

/*
    INCLUDE INHERITED ENTRIES: false
    SHOW CLASSES ONLY: false
    CONFIG PATH: bin\config.bin/CfgVehicles/All/SimpleObject
    SOURCE ADD-ON(S): A3_Data_F
*/

class SimpleObject
{
    eden = 0;
    animate[] = {};
    hide[] = {};
    verticalOffset = 0;
    verticalOffsetWorld = 0;
};

 

 

 

The simple object attribute should automatically hide those selections. They are defined for the hunter, but not for the Pawne.

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im guessing they're configured manually to some extent, probably only done as needed, for End Game ofc :)

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23 minutes ago, fn_Quiksilver said:

im guessing they're configured manually to some extent, probably only done as needed, for End Game ofc :)

Well let's hope they configure it for all the vehicles eventually.

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I definitely think "clan" and "zasleh" should be hidden by default on all models, as well as any lights and things.

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