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Dashers

Building, bushes and entity names.

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I am trying to add a small clump of bushes on a mission, although this is proving harder than I thought. It can be done with the EditorUpdate102, but I do not want to have to use addons in the mission.

Does anybody have a list of all the objects, such as bushes, trees, as well as buildings so I can add them in manually?

I have been using this list currently, but as you can see, no bushes: http://membres.lycos.fr/rainbow6rs/TutoBatsEngl.htm

Thanks in advance,

Dash.

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I sugest you to read this.

In this page you can see that is tutorials about the O.pbo, they are downloads, very usefull. Download them and in them you'll be able to find the names of bushes and anything you want.

But if you want it to be alot easyer just download this.

Good luck.

@CERO.

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Thanks, I've had a look. The bush I'm looking for is "o.pbo/tree/DD_rakosi02.p3d"

Although, if I try and add DD_rakosi02 as a vehicle name, it doesn't work in the same way as if you put in say "ViewTower" to create a view tower.

Could anybody offer a suggestion on how I can insert these objects into a mission, without using an addon?

Thanks,

Dash.

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I just checked out.

You need the names for the plants and trees.

Go to OFPEC and have a look for them.

You'll probably find them around there somewhere.

I'm a bit to my neck, so I can't hellp you much, but by modifing the mission.sqm you can do anything like it.

You just need the names, that's all.

If I have a minute I'll look for'hem.

@CERO.

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If you click onto show id's in the editor you will see alot

of numbers on your map when zooming in.

Now all you need to do is - get the object id of such a bush

you want, then make a trigger and let you display the

typeOf this object.

Voilla you got the name you need to create yer own bush.

~S~ CD

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cool, didn't know you could do that? this piece of advice really belongs in the FAQ above

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If you click onto show id's in the editor you will see alot

of numbers on your map when zooming in.

Now all you need to do is - get the object id of such a bush

you want, then make a trigger and let you display the

typeOf this object.

Voilla you got the name you need to create yer own bush.

~S~ CD

LOL, that's a good one.

I haven't tryed, so I can't critizise yet biggrin_o.gif jocking.

I didn't though about theat, even knowing that I used ovject IDs alot.

Thanks fella.

@CERO.

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yup, that should work.

Just a trigger with in the onactivation field

hint format ["%1", typeof object xxxxxx]

xxxxx is the id number offcourse

I use them in scripts

Instead of placing a gamelogic or marker for a scripted waypoint I use a street id. The downside is that you can't move them around like a gamelogic or marker.

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Quote[/b] ]Instead of placing a gamelogic or marker for a scripted waypoint I use a street id. The downside is that you can't move them around like a gamelogic or marker.

But then again - if you want to move around a gamelogic or marker, you must have already a clue of where to move them.

Why don't you just use the positional array itself then  rock.gif

Sometimes solutions are easier if you go straight ahead instead of using workaround after workaround just to loose the

orientation. smile_o.gif

~S~ CD

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Naturally, this works for all objects apart from the ones that I want.

Such as these bushes and out of random stuff telegraph poles.

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If you click onto show id's in the editor you will see alot

of numbers on your map when zooming in.

Now all you need to do is - get the object id of such a bush

you want, then make a trigger and let you display the

typeOf this object.

Voilla you got the name you need to create yer own bush.

~S~ CD

Try it and you will see that there is NO CLASSNAME for bushes and trees. The 'typeof' command just returns an empty string. So there is no way to camcreate a bush, or to get the "nearestobject" command to return only bushes. Same is true for most objects on the map, aside from buildings. I know because I tried to do this myself before :P

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