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Thread: Mapfact.net releases Editorupgrade

  1. #71
    No it's not possible.
    Quote Originally Posted by vilas View Post
    Maybe it's that the OFP era community has retired and the CoD community era has begun? Demanding 12 year olds who must have something now
    In favor of calling BI's Mi-28/Ka-50 mash-up the "Hamok".

    Give terrain makers the tools they need! http://dev-heaven.net/issues/20349

  2. #72
    This adds class names for objects that didn't previously have class names therefore afaik it cannot be done without an actual addon. There was another addon like this which was only needed by the mission maker, but of course it only included objects that actually have a class name already and just added them to the editor, and did not add a lot of other objects that this addon adds.

    Still waiting to see an OA version of this though...

  3. #73
    Ok i understand .so its not possible to make a version that i can start it automatically as a addon out of a pbo file..... :-((


    @galzohar:i found only a update for OA from another one: http://www.armaholic.com/index.php?c...arma2_oa_tools

  4. #74
    Hi there.
    I m working a new gamemode in the Editor(using RTE and MAP_EU)-working along VERY nice-
    "I" and my whole team saw the "looks" difference of a "mission area" filled with RL objects
    (like Roads/plants/signs etc..) compared with a "DRY mission area" with 10 random houses
    and 5 vehicle wrecks (as usual) :/
    For now..i don't want to create a mission with addon dependency-so i was
    wondering:
    " Is there ANY way at all..(maybe with a 'custom config' packed inside missionXX.pbo) to use 'roads',or at least one category of them?? i.e. asf1 series
    I can see the asf-names and .p3d's on addons/roads2 but i can't use them :/
    I also tried to add "roads2" under needed_addons in SQM and rename the MAP_asf1xxx with many ways.."
    If there is ANY way ..please help me.

  5. #75
    I think it's not possible to create objects that don't have a class name, which is why this addon becomes a dependency (it creates new classes) - Unlike the "other one" which only modifies the editor to allow placing objects that already have class names. At least that's how I understand it.

    Of course I'm still hoping someone with the know-hows makes something like this to include OA objects as well.

  6. #76
    Thanks for replying galzohar.
    Yes..i 've 'google' it a lot to find a solution so far-but i was really
    wondering if there is ANY way that allows me to "pack" a 'clever' solution
    that allows my non-existing-roads inside my MPxyz.pbo mission

  7. #77
    Again, since they don't have a class name, there probably isn't a way to add them via mission.sqm or a script without first having an addon giving them a class name. I could be wrong here, but I doubt it. There is probably a reason why there are 2 different editor upgrade style addons for Arma 2, with one of them not creating a dependency but adding a lot less objects.

  8. #78
    Hi, are you plan to expan this addon on Arrowhead too?

  9. #79
    Quote Originally Posted by Li0n View Post
    Hi, are you plan to expan this addon on Arrowhead too?
    Take a look at this one.

  10. #80

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