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JacobJ

Classname for fence?

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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

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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;
};

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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 by PELHAM
additional info

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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.

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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]);
};

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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.

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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.

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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.

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