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Thread: Named properties

  1. #1
    Reading zwadars tutorial, I've discovered this screenshot of the named properties window showing some interesting values:

    Ok, the config.cpp describes the behaviour of my add-on. But, is it possible to define the model's values inside itself? And if yes, in which lod?

    It's because of WrpEdit, where one can include objects using their p3d files. I noticed some time ago that a fuel station behaves like a fuel station, although only it's p3d is included. My conclusion at that time: Yeah, OFP knows it's fuel station. But now...
    Tempus Fugit.

  2. #2
    That's interesting.

    Prospero

  3. #3
    Master Gunnery Sergeant
    Join Date
    Aug 2 2002
    Posts
    1,295
    Author of the Thread

    Unhappy

    Hey guys, c'mon! That's an important question...


  4. #4
    I suspect you can't simply reproduce a whole config file there. Canocclude, for example, is p3d specific, as it were. I think it's probably a way of defining certain (limited) characteristics.

    Prospero




  5. #5
    Yes, there are some properties which can be in the model, but they all seem to be totally different than which are defined in the config... The fuel stations for example are in the config, like this:

    class FuelStation: Strategic
    {
    icon="Fuel_object";
    scope=2;
    cost=0;
    armor=50;
    model="fuelstation";
    displayName="$STR_DN_FUEL_STATION";
    nameSound="fuelstation";
    accuracy=0.500000;
    transportFuel=50000;
    destrType="DestructEngine";
    };

    When loading a p3d file from a wrp, the engine seems to go through the config, seeking for a vehicle/nonaivehicle that would use that model and get the properties from there.

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