flobert 0 Posted January 4, 2005 Hi hope i got the right forum .... Perhabs one of u guys can help me... How to implement scripts in the config of a xxx.wrp file -> island ? Or does anyone knows any island in which this works? I don´t mean to start extern scripts in a later mission so like Mapfacts Noe. My idea is to call the objects (which are numbered in the editor ->object1234 ) by [object1234] exec "script.sqs" in the config - but this doesnt work,...not really... Any suggestions? ------------------------------------------------------------- For german readers watch out http://www.mapfact.gamigo.de/forum/viewtopic.php?t=4015 to join our discuss... Share this post Link to post Share on other sites
nephilim 0 Posted January 5, 2005 prolly cant be done i heard this is caused by wrptool maybe it worsk with visitor i cant really help here but ive tried hat once with objects and palced them on the island with wrp tool the script werent activated though... Share this post Link to post Share on other sites
T.S.C.Plage 0 Posted January 5, 2005 I haven't tested it so far but I was told that it's possible to start some scripts from the island config...but only simple "startup" scripts, no scripts that ask for object-stats etc. because there's no "interaction" with the config after it's loaded one time at the beginning. I think we'll try if it's possible because it could be also usefull for the upcomming version of "Mapfact - Nogova" (release expected at end of january). Greetz Plage Share this post Link to post Share on other sites
flobert 0 Posted January 6, 2005 Thx guys, i made the same expieriences,i work with wrp tool ,too. So the one and only possibility is to activate by [object123] exec "XXX.sqs" i fear. Hopefully we ll get another possibilty solving that prob..... _ BAS MISSION STUDIO is looking for mission editors BAS MISSION STUDIO Share this post Link to post Share on other sites
Guest Posted January 6, 2005 Conversation from the COC forums: Quote[/b] ]Leone:I've been racking my brains trying to come up with a way of getting objects placed through the WRP file to "init". These are mainly things like continuous animations (radar tower, flashing lights etc). I can't really see a way around it, but here are some thoughts, and maybe someone from CoC would like to mull over it. - Placing a custom made Logic in the wrp file. Does the init eventhandler still not work if it is a logic? Is the logic able to exec scripts on the server, thereby "triggering" some sort of simulated init eventhandler? - The one thing that every island has that does "init" is.... the Player. Maybe there is a way to use the fact that there has to be a player to view the island to get init eventhandler to work? Think mod folder...with custom Bin\Config.cpp? This is ignoring dedicated servers of course...I have virtually no idea at all about the workings of those. dinger: I don't think it's possible. You could, however, make a gamelogic that loads EH on an array of all object names, and release that in a bundle with the map pbo. Leone: And that gamelogic would be placed through the mission file? If so, then yes I know how to do that stuff (largely thanks to looking through CoC logic configs....thanks guys!). dinger: alas, yes. As far as we know, there's no way to initialize a .wrp file. you could do what the WGL folks do and, in a full-conversion mod, make a global init EH check if unit is player. Then you could hooko in that way. Leone: Ah yes...that's the sort of thing! Glad I dloaded WGL now Thx Dinger. Share this post Link to post Share on other sites
MiG 0 Posted January 10, 2005 Conversation from the COC forums:Quote[/b] ]Leone:I've been racking my brains trying to come up with a way of getting objects placed through the WRP file to "init". These are mainly things like continuous animations (radar tower, flashing lights etc). I can't really see a way around it, but here are some thoughts, and maybe someone from CoC would like to mull over it. - Placing a custom made Logic in the wrp file. Does the init eventhandler still not work if it is a logic? Is the logic able to exec scripts on the server, thereby "triggering" some sort of simulated init eventhandler? - The one thing that every island has that does "init" is.... the Player. Maybe there is a way to use the fact that there has to be a player to view the island to get init eventhandler to work? Think mod folder...with custom Bin\Config.cpp? This is ignoring dedicated servers of course...I have virtually no idea at all about the workings of those. dinger: I don't think it's possible. You could, however, make a gamelogic that loads EH on an array of all object names, and release that in a bundle with the map pbo. Leone: And that gamelogic would be placed through the mission file? If so, then yes I know how to do that stuff (largely thanks to looking through CoC logic configs....thanks guys!).   dinger: alas, yes.  As far as we know, there's no way to initialize a .wrp file. you could do what the WGL folks do and, in a full-conversion mod, make a global init EH check if unit is player. Then you could hooko in that way. Leone: Ah yes...that's the sort of thing! Glad I dloaded WGL now   Thx Dinger. That way works fine! Just have to create a cfgvehicles classes in the Island config and start the scripts by placing a game logic in the mission folder <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgVehicles { class All{}; class Logic: All {}; class Isle_anim : Logic { displayName = "Animated Stuff"; vehicleClass="Isle anims"; icon=\yourpath\whatever.paa; class EventHandlers { init = [] exec "\yourpath\yourscript.sqs" }; }; }; That's the only way i know Share this post Link to post Share on other sites