Senfo 28 Posted February 26, 2016 Hey guys, like the title say, the new command cursorObject doesnt work as intended or described. The command is currently just an exact copy cursorTarget as of what I could test. It does not recognize Trees, rocks, bushes or anything smaller than a house. It would really like to get this fixed, since its a pretty useful command and would finally be a solution to the annoying nearest object workaround, which isnt really reliable. Any other experience from any of you? Greetings! Share this post Link to post Share on other sites
R4G_Anton 4 Posted February 26, 2016 For me, the new cursorObject command can detect trees, rocks, bushes, road signs, etc.... Share this post Link to post Share on other sites
pierremgi 4905 Posted March 2, 2016 For me also. And disabled simulation objects as well. (it was <null_object> with cursorTarget) Share this post Link to post Share on other sites
hieve 0 Posted April 8, 2016 gotta pick this up here... bi wiki says: hint typeof cursorObject; but it does not return a class for objects like for example cinderblocks_f (terrain objects) its working for things that can be already accessed via cursorTarget, but for those who have null object at cursorTarget, its not return anything here. Share this post Link to post Share on other sites
dscha 147 Posted April 8, 2016 gotta pick this up here... bi wiki says: hint typeof cursorObject; but it does not return a class for objects like for example cinderblocks_f (terrain objects) its working for things that can be already accessed via cursorTarget, but for those who have null object at cursorTarget, its not return anything here. typeOf only works, if the targeted object has a config.cpp entry. Lets make a test with a random tree or Bush on Altis: Does not work: cursorTarget setDamage 1; DOES work: cursorObject setDamage 1; Share this post Link to post Share on other sites
hieve 0 Posted April 8, 2016 typeOf only works, if the targeted object has a config.cpp entry. Lets make a test with a random tree or Bush on Altis: Does not work: cursorTarget setDamage 1; DOES work: cursorObject setDamage 1; ok.. but howto check if a object is like the cursorobject then? i got something like target = "Land_Cinderblocks_F" and now i want something like if (target == cursorObject) ...addaction .."take it"...and then spawn some cinderblocks on playerspos this is working for objects like houses etc that are already accessible via cursorTarget, there i get the class back even with cursorObject but i just dont get any class back when using cursorobject on this Share this post Link to post Share on other sites
dscha 147 Posted April 8, 2016 You don't get a class back, because it doesn't exist (again: No Config entry). I did it like this: _Target = "Land_Cinderblocks_F"; _Obj = cursorObject; _ObjName = toArray str(_Obj); _ObjName deleteRange [0,((_ObjName find 58)+2)]; //Find " : " + the 2 following signs (2x "space") _ObjName = toString(_ObjName); If(_ObjName isEqualTo _Target)then{systemchat "Its the object"}else{systemchat "Nope, nothing"}; Could be done easier with "select", but i am tired as hell and way too lazy to write it down now :P EDIT:Okay, wasn't so lazy: Different way: _Obj = cursorObject; _ToCheck = str(_Obj); _StartPos = ((_ToCheck find ":")+2); //find ":"+the following 2 "space" _ObjName = (_ToCheck select [_StartPos, (((count _ToCheck) - _StartPos)-4)]); //remove ".p3d" from it systemchat _ObjName; Share this post Link to post Share on other sites
hieve 0 Posted April 8, 2016 You don't get a class back, because it doesn't exist (again: No Config entry). I did it like this: _Target = "Land_Cinderblocks_F"; _Obj = cursorObject; _ObjName = toArray str(_Obj); _ObjName deleteRange [0,((_ObjName find 58)+2)]; //Find " : " + the 2 following signs (2x "space") _ObjName = toString(_ObjName); If(_ObjName isEqualTo _Target)then{systemchat "Its the object"}else{systemchat "Nope, nothing"}; Could be done easier with "select", but i am tired as hell and way too lazy to write it down now :P EDIT: Okay, wasn't so lazy: Different way: _Obj = cursorObject; _ToCheck = str(_Obj); _StartPos = ((_ToCheck find ":")+2); //find ":"+the following 2 "space" _ObjName = (_ToCheck select [_StartPos, (((count _ToCheck) - _StartPos)-4)]); //remove ".p3d" from it systemchat _ObjName; ah nice thx! gotta try this later when im at home but why does bi wiki say then i can go and make typeof cursorObject i thought cursorObject got introduced to make a handle for terrainobjects?! i mean for everything except terrainobjects i could use cursorTarget lets say i want a house i could go and make _target = cursorObject (Or use here cursorTarget, doesnt matter);_cin = "Land_u_Addon_02_V1_F";if(_target isKindOf _cin) then { hint str "got it"} and this will work.. what you are doing is something like splitting strings if i got it correct? is there also any way to add a config entry manually? cause I got the target = cursorObject fixed in a piece of code(using here exile framework) Share this post Link to post Share on other sites
killzone_kid 1332 Posted April 8, 2016 i mean for everything except terrainobjects i could use cursorTarget Good luck with that, but I suggest you read about cursorTarget first: https://community.bistudio.com/wiki/cursorTarget I have changed example for cursorObject to make it more universal: https://community.bistudio.com/wiki/cursorObject 1 Share this post Link to post Share on other sites
dscha 147 Posted April 8, 2016 Good luck with that, but I suggest you read about cursorTarget first: https://community.bistudio.com/wiki/cursorTarget I have changed example for cursorObject to make it more universal: https://community.bistudio.com/wiki/cursorObject https://community.bistudio.com/wiki/getModelInfo ... How could i miss that? Share this post Link to post Share on other sites
hieve 0 Posted April 8, 2016 Good luck with that, but I suggest you read about cursorTarget first: https://community.bistudio.com/wiki/cursorTarget I have changed example for cursorObject to make it more universal: https://community.bistudio.com/wiki/cursorObject no for real - I use cursorTarget, or better say Exile uses it. and it works pretty seamless on different kind of objects, like houses, hbarriers, etc. I just came across the difficulty to do the same with fences, walls and stuff that like dscha said has no config entry. but your changes made it more clearly! i can use now like _model = getModelInfo cursorObject select 0; hint str _model and got the thing i want :) tested snippet: _model = getModelInfo cursorObject select 0; _Target = "cinderblocks_f.p3d"; if(_Target == _model) then { hint str "yeah"} But... for some reason i can't do on TerrainObjects cursorObject addAction ["cTerrain", hint str "1"] while on createdVehicles cursorTarget addAction ["cTVeh", hint str "2"] cursorObject addAction ["cTObj", hint str "3"] works Share this post Link to post Share on other sites