JacobJ 10 Posted February 23, 2012 Hey all I am trying to find a classname for fence or walls. I already know "building" and "house", but can't seem to find anything coming close to fence or walls. Is there such a classname? /Jacob Share this post Link to post Share on other sites
PELHAM 10 Posted February 23, 2012 This might help you. It spits out class names for objects not in the editor too (Not written by me, found it somewhere): //Identify closest object while {true} do { //get all objects within a 5 metre radius _all_objects = []; _all_objects = nearestObjects [player, ["All"], 5]; if ((count _all_objects) > 1) then { //identify the closest object to player _closest_object = _all_objects select 1; //find out its type _object_type = typeOf _closest_object; //hint type hint format ["%1", _object_type]; }; sleep 2; }; Share this post Link to post Share on other sites
JacobJ 10 Posted February 23, 2012 Okay thank you very much. Ill have a go with this. Share this post Link to post Share on other sites
PELHAM 10 Posted February 24, 2012 (edited) Okay thank you very much. Ill have a go with this. That first script is for objects, this will work for buildings and some associated walls.: house = nearestBuilding player; m=0; while { format ["%1", (house) buildingPos m] != "[0,0,0]" } do {m=m+1}; m=m-1; player globalchat format["%1 \npositions: %2", typeof house, m+1]; sleep 2; copytoclipboard str([typeof house, m+1]); You call it from a radio trigger. This will give you some wall class names but NOT fences. Fences do not have a config entry as it's something you can only place when editing islands. I thought it might work as it returns walls but tested some fences and then worked out why I it returned nothing. The object script in post 2 will give you class names for fences placed in editor. Edited February 24, 2012 by PELHAM additional info Share this post Link to post Share on other sites
engima 328 Posted February 24, 2012 How I do it: 1. Start editor. 2. Create a new mission from scratch. 3. Insert unit with the unknown class name. 4. Save mission. 5. Open the mission file (mission.sqm) in Notepad and read the class name. Share this post Link to post Share on other sites
PELHAM 10 Posted February 24, 2012 Had a go with the object script on editor placed things and got these with editor placed objects: "Fence_corrugated_plate" "Fence_Ind_long" "Fence_Ind" "Fort_RazorWire" "Land_BagFenceLong" "Concrete_Wall_EP1" "Fort_StoneWall_EP1" "Base_WarfareBBarrier10xTall" "Base_WarfareBBarrier10x" Changed the script to make it more user friendly - if you run this from a 'radio alpha' trigger, repeatedly, on act: nul = [] execVM "objfinder.sqf"; keys 0-0-1 It will copy the nearest object to the clipboard, just Alt-Tab and paste it into notepad. //Identify closest object private ["_closest_object","_object_type","_all_objects"]; //get all objects within a 5 metre radius _all_objects = []; _all_objects = nearestObjects [player, ["All"], 5]; if ((count _all_objects) > 1) then { //identify the closest object to player _closest_object = _all_objects select 1; //find out its type _object_type = typeOf _closest_object; //hint type player sidechat format ["%1", _object_type]; copytoclipboard str([_object_type]); }; Share this post Link to post Share on other sites
JacobJ 10 Posted February 24, 2012 Okay thank you all very much, this is some very easy ways to do it. I will give them a go and check out how they work. Share this post Link to post Share on other sites
gammadust 12 Posted February 24, 2012 Yet another alternative: pointing to object to get class instead of nearest objects. Add this to "init.sqf": player addAction ["Check object class (cursor)", "checkclass.sqf"]; Create a "checkclass.sqf" with: _object_type = typeOf cursorTarget; hintSilent format ["%1", _object_type]; copytoclipboard str(_object_type); // also copies to clipboard but as a simple string you won't get a list of objects with this method may get handy if the object is not reachable. Share this post Link to post Share on other sites
PELHAM 10 Posted February 25, 2012 Yet another alternative: pointing to object to get class instead of nearest objects.Add this to "init.sqf": That's a good one, saves HALOing onto things lol. Share this post Link to post Share on other sites