Polychop Simulations Posted February 17, 2020 Share Posted February 17, 2020 (edited) I have only been able to test this very briefly as I, as many others, have rolled back to 2.5.5 awaiting a hotfix. So far I found out that static objects still work when you refrain from using the old "GT" method and use the database structure instead. An example of the old method would be: -- Helicopter Handler mount_vfs_model_path (current_mod_path.."/Shapes") mount_vfs_texture_path (current_mod_path.."/Textures/HG_Dolly") GT = {}; set_recursive_metatable(GT, GT_t.generic_stationary) set_recursive_metatable(GT.chassis, GT_t.CH_t.STATIC); GT.chassis.life = 1500 GT.visual.shape = "HG_Helicopter_handler.EDM" GT.visual.shape_dstr = "HG_Helicopter_handler.EDM" --Burning after hit GT.visual.fire_size = 1 --relative burning size GT.visual.fire_pos = {0,0,0}; GT.visual.fire_time = 30 --burning time (seconds) GT.time_agony = 180; --Name Stuff GT.Name = "HG_Helicopter Handler" GT.DisplayName = _("*HG_Helicopter Handler") GT.Rate = 1 GT.DetectionRange = 0; GT.ThreatRange = 0; GT.mapclasskey = "P0091000076"; GT.attribute = {wsType_Ground,wsType_Tank,wsType_Gun,wsType_GenericFort,"Fortifications",}; GT.category = "Fortification"; add_surface_unit(GT) "New" method would be to create an entry.lua that points to a database .lua file like this: entry.lua: declare_plugin("Helicopter Accessoires Pack by DrummerNL / Hollowpointgames", { image = "image.bmp", installed = true, dirName = current_mod_path, fileMenuName = _("HAP"), version = "1.5", state = "installed", info = _("Adds a number of helicopter related items to the mission editor."), encyclopedia_path = current_mod_path .. '/Encyclopedia', }) ---------------------------------------------------------------------------------------- dofile(current_mod_path.."/Database/db_HG_objects.lua") mount_vfs_model_path (current_mod_path.."/Shapes") --Path to the folder with the EDM files. mount_vfs_texture_path (current_mod_path.."/Textures/HG_Dolly") mount_vfs_texture_path (current_mod_path.."/Textures/HG_Helipad1") --Path to the folder with the textures. mount_vfs_texture_path (current_mod_path.."/Textures/HG_LoggingPad") --Path to the folder with the textures. mount_vfs_texture_path (current_mod_path.."/Textures/HG_LoggingPad_Winter") mount_vfs_texture_path (current_mod_path.."/Textures/HG_Pier") mount_vfs_texture_path (current_mod_path.."/Textures/HG_SlopePad") mount_vfs_texture_path (current_mod_path.."/Textures/HG_SlopePad_Winter") mount_vfs_texture_path (current_mod_path.."/Textures/HG_Tent") mount_vfs_texture_path (current_mod_path.."/Textures/HG_HelisimmerHQ") plugin_done() Then create the database (in this case db_HG_objects.lua) local function add_structure(f) if(f) then f.shape_table_data = { { file = f.ShapeName, life = f.Life, username = f.Name, desrt = f.ShapeNameDestr or "self", classname = f.classname or "lLandVehicle", positioning = f.positioning or "BYNORMAL" -- {"BYNORMAL", "ONLYHEIGTH", "BY_XZ", "ADD_HEIGTH"} } } if f.ShapeNameDestr then f.shape_table_data[#f.shape_table_data + 1] = { name = f.ShapeName, file = f.ShapeNameDestr, } end f.mapclasskey = "P0091000076"; f.attribute = {wsType_Static, wsType_Standing} add_surface_unit(f) GT = nil; else error("Can't add structure") end; end --Hollowpointgames Helicopter Handler add_structure({ Name = "HPG_Helicopter Handler", DisplayName = _("*HPG Helicopter Handler"), ShapeName = "HG_Helicopter_handler.EDM", Life = 2500, Rate = 100, category = 'Fortification', SeaObject = false, isPutToWater = false, numParking = 1, }) Hope this helps. This is what the mod file structure should look like: Edited February 17, 2020 by Polychop Simulations Community Manager Account DrummerNL [TABLE][/TABLE] Discord - Facebook - Gazelle sitreps[sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Rudel_chw Posted February 17, 2020 Share Posted February 17, 2020 Thanks a lot ... it is a bit over my head, but I will try to see if this can fix the VPC Airfield Objects Mod, as that is the one I miss the most :) Eduardo For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar Mobile: iPad Pro 12.9" of 256 GB Link to comment Share on other sites More sharing options...
Polychop Simulations Posted February 17, 2020 Author Share Posted February 17, 2020 Can't guarantee it works, at least my personal mods using this file and scripting structure still work in 2.5.6. I can't test any further until I update to 2.5.6 again after rolling back. Let me know if it works for you. Community Manager Account DrummerNL [TABLE][/TABLE] Discord - Facebook - Gazelle sitreps[sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Harker Posted February 17, 2020 Share Posted February 17, 2020 Thanks, OP The vCVW-17 is looking for Hornet and Tomcat pilots and RIOs. Join the vCVW-17 Discord. F/A-18C, F-15E, AV-8B, F-16C, JF-17, A-10C/CII, M-2000C, F-14, AH-64D, BS2, UH-1H, P-51D, Sptifire, FC3 - i9-13900K, 64GB @6400MHz RAM, 4090 Strix OC, Samsung 990 Pro Link to comment Share on other sites More sharing options...
GrinnelliDesigns Posted February 17, 2020 Share Posted February 17, 2020 Can't guarantee it works, at least my personal mods using this file and scripting structure still work in 2.5.6. I can't test any further until I update to 2.5.6 again after rolling back. Let me know if it works for you. Everything I have personally made using the 2.5 system still works. If the shape data did not contain a LOD file then it needed to be added. Beyond that I'm still testing looking for issues. Link to comment Share on other sites More sharing options...
joey45 Posted February 17, 2020 Share Posted February 17, 2020 Everything I have personally made using the 2.5 system still works. If the shape data did not contain a LOD file then it needed to be added. Beyond that I'm still testing looking for issues. Goody for you... everything I've made is borked. I'm did this and it shows up in the ME but completely gone in game.. The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45 Link to comment Share on other sites More sharing options...
joey45 Posted February 17, 2020 Share Posted February 17, 2020 (edited) Okey, the boats can wait. The warning aircraft armed sign is fixed but my target buildings have a destroyed model so any info on that? EDIT: scrap that they are still bugged.. Edited February 17, 2020 by joey45 The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45 Link to comment Share on other sites More sharing options...
fagulha Posted February 17, 2020 Share Posted February 17, 2020 (edited) Thanks a lot ... it is a bit over my head, but I will try to see if this can fix the VPC Airfield Objects Mod, as that is the one I miss the most :) Eduardo Thank you! that will be awesome. It´s one of my main MODS. My "fix" for now is to use as ground vehicles/fortifications and not statics. Then they (some of them, not tested all) show up in the mission. Best regards, F. Edited February 17, 2020 by fagulha - "Don't be John Wayne in the Break if you´re going to be Jerry Lewis on the Ball". About carrier ops: "The younger pilots are still quite capable of holding their heads forward against the forces. The older ones have been doing this too long and know better; sore necks make for poor sleep.' PC: I7 4790K 4.6ghz | 32GB RAM | Zotac GTX 1080Ti 11Gb DDR5x | Water cooler NZXT AIO Kraken x53 | 3.5TB (x4 SSD´s) | Valve Index| Andre´s JeatSeat. Link to comment Share on other sites More sharing options...
dimitriov Posted February 18, 2020 Share Posted February 18, 2020 (edited) @POLY ;) Thanks for the tip, any idea though for the way to load the destroyed shape ? Edited February 18, 2020 by dimitriov Link to comment Share on other sites More sharing options...
dimitriov Posted February 18, 2020 Share Posted February 18, 2020 Forget about it, reading the function that I didn't even read : A new line should be added below ShapeName with ShapeNameDestr or something like this. Link to comment Share on other sites More sharing options...
dimitriov Posted February 18, 2020 Share Posted February 18, 2020 Ok so FYI : In order for collision to work, you MUSTN'T write the shape file with .EDM at its end Example : NOT : ShapeName = "HESCO90_pile.EDM", BUT : ShapeName = "HESCO90_pile", Link to comment Share on other sites More sharing options...
dimitriov Posted February 18, 2020 Share Posted February 18, 2020 Ok Poly there is a mistake in your function. I'm going to post a whole tutorial in the How to section. I managed to get everything work. Link to comment Share on other sites More sharing options...
dimitriov Posted February 18, 2020 Share Posted February 18, 2020 Tutorial with fixes, destroyed model and collision posted here : https://forums.eagle.ru/showthread.php?t=264109 Link to comment Share on other sites More sharing options...
Rudel_chw Posted February 18, 2020 Share Posted February 18, 2020 Tutorial with fixes, destroyed model and collision posted here : https://forums.eagle.ru/showthread.php?t=264109 Thanks a lot, I’m glad to see you helping to overcome this situation ... I miss the VPC mod so much, but dont want to revert to 2.5.5 as I’m sure that the moment I do revert, the Supercarrier will came along the following week :( For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar Mobile: iPad Pro 12.9" of 256 GB Link to comment Share on other sites More sharing options...
joey45 Posted February 18, 2020 Share Posted February 18, 2020 All the more reason to revert...:D The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45 Link to comment Share on other sites More sharing options...
Gone1Crazy Posted January 2, 2021 Share Posted January 2, 2021 (edited) positioning = f.positioning or "BYNORMAL" -- {"BYNORMAL", "ONLYHEIGTH", "BY_XZ", "ADD_HEIGTH"} Using "BY_XZ" implies giving coords ? ( if its the case how it should be the line ? ) There is any chance to give like the case of ships a coordinate pos from the center of the object for the landing zone ? Edited January 2, 2021 by Gone1Crazy [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
T-Pap Posted May 26, 2023 Share Posted May 26, 2023 When my object is destroyed instead of showing the destruction EDM , the unit just remains as is with a fire effect . The object itself does even dissapear in game , however on map it does . Shapes are as follows : Platform_bridge.EDM Platform_bridge_coll.EDM Platform_bridge.lods (to describe collision edm) Platform_bridge_Destr.EDM Database : local function add_structure(f) if(f) then f.shape_table_data = { { file = f.ShapeName, life = f.Life, username = f.Name, desrt = f.ShapeNameDestr or "self" , classname = f.classname or "lLandVehicle", positioning = f.positioning or "ONLYHEIGTH" } } if f.ShapeNameDestr then f.shape_table_data[#f.shape_table_data + 1] = { name = f.ShapeName, file = f.ShapeNameDestr, fire = { 240, 2}; } end f.mapclasskey = "P0091000022"; f.attribute = {wsType_Static, wsType_Standing} -- if 'attribute' == nil then insertion will be aborted add_surface_unit(f) GT = nil; else error("Can't add helipads") end; end add_structure({ Name = "Platform_bridge", DisplayName = _("Platform_bridge"), ShapeName = "Platform_bridge", ShapeNameDestr = "Platform_bridge_destr", Life = 10, Rate = 100, category = 'Heliport', subCategory = 'SeaShelfObject', SeaObject = true, isPutToWater = true, positioning = "NO", classname = "lOilPlatform", numParking = 1, } ) Any help appreciated ! Thanks Link to comment Share on other sites More sharing options...
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