Jan_F_W 10 Posted August 6, 2009 I have encountered that the IDs of buildings (currently I have seen this for the houses in the town "Gvozdno") are different than before. This may mean that scripts using e.g. "nearestObject XYZID" will have to be matched to the new ObjectIDs Anyone else had this encounter? Share this post Link to post Share on other sites
xeno 234 Posted August 6, 2009 Oh no, not again :( Xeno Share this post Link to post Share on other sites
manzilla 1 Posted August 6, 2009 No sir. But I'll keep an eye out for sure. Thanks for the heads up. Share this post Link to post Share on other sites
.kju 3245 Posted August 6, 2009 well relying on object IDs is not really a good idea in general just put an invisible H marker as reference point Share this post Link to post Share on other sites
Cellus 10 Posted August 6, 2009 How do you order a unit into a building, or check whether a bridge is out, using the helipad? Share this post Link to post Share on other sites
Big Dawg KS 6 Posted August 6, 2009 well relying on object IDs is not really a good idea in general That's arguable. IMO, BIS should try to be consistant with the object IDs. Share this post Link to post Share on other sites
Tinker 10 Posted August 6, 2009 (edited) ^Agreed, especially as some map objects have spaces in there names. Claryify ID`s are needed for objects with spaces in the names. Edited August 7, 2009 by Tinker Share this post Link to post Share on other sites
xeno 234 Posted August 6, 2009 @kju The problem is when you place waypoints in the editor it can happen accidentally that you place them over a building and then the building ID gets written to mission.sqm. But yes, confirmed. IDs have changed again :( Second time for A2. Xeno Share this post Link to post Share on other sites