05.04.2008, 09:48
Okay, I just read it over. I'm sorry to bother you in regards to why they "didn't output". I didn't take a closer look at it when I really should of.
In that case, it does indeed work. However, why the placeholders? And, is there any way to actually get how the game sees them?
Basically, here's what I'm trying to do. I want to see how uncompressed actors.static files look like uncompressed. Like, for example (this is psuedocode):
What I'm trying to figure out, is how to be able to place airfields and airfield waypoints into standard mission code. Since Microwave and you (FC) made FMB+, and since I was originally poking through the game code before I realised that the tool existed (great work by the way), I realised that airfields could be placed like a standard object. I'm figuring that the same can be done with airfield code. I'm not sure if it's been already done. Heck, I've searched thoroughly through this forum to find any references to things such as this. I mean, other than having terrain features, the actors.static is pretty much just a much more extensive version of a mission file, right? I mean, the waypoint and placement system seem to share a lot in common.
Again, sorry if I did overlook a tool or post which already covers whichever I'm trying to find. And if not, is there some way to translate that to the actual code terms that the game uses? (As in similar to my psuedocode).
Thanks, and sorry if I frustrated you.
In that case, it does indeed work. However, why the placeholders? And, is there any way to actually get how the game sees them?
Basically, here's what I'm trying to do. I want to see how uncompressed actors.static files look like uncompressed. Like, for example (this is psuedocode):
Code:
Psuedocode Example
[Takeoff]
0_AFT builder.MapActors$Takeoff 1 17225.6 5624.396 9150.0 0.0 null
1_AFT builder.MapActors$Takeoff 1 18581.67 6407.4253 9330.0 0.0 null
2_AFT builder.MapActors$Takeoff 1 5661.217 9105.145 9540.0 0.0 null
3_AFT builder.MapActors$Takeoff 1 7227.123 9105.234 9720.0 0.0 null
...
[Base_Points]
0_WP Waypont$Taxi 1
1_WP Waypont$Taxi 1
2_WP Waypont$Taxi 1
3_WP Waypont$Taxi 1
4_WP Waypont$Park 1
5_WP Waypont$Park 1
...
[0_Base_Points_Road]
4858.825 20319.812 120.00 0 2 2.3611111640930176
4874.413 20310.812 120.00 0 2 2.3611111640930176
6208.093 19540.812 120.00 0 2 2.3611111640930176
6227.1445 19529.812 120.00
[0_Base_Points_Road]
19802.328 17741.086 120.00 0 2 2.3611111640930176
19819.648 17731.086 120.00 0 2 2.3611111640930176
19958.213 17651.086 120.00 0 2 2.3611111640930176
20460.508 17361.086 120.00 0 2 2.3611111640930176
20919.502 17096.086 120.00 0 2 2.3611111640930176
21153.328 16961.086 120.00 0 2 2.3611111640930176
21170.648 16951.086 120.00
...
What I'm trying to figure out, is how to be able to place airfields and airfield waypoints into standard mission code. Since Microwave and you (FC) made FMB+, and since I was originally poking through the game code before I realised that the tool existed (great work by the way), I realised that airfields could be placed like a standard object. I'm figuring that the same can be done with airfield code. I'm not sure if it's been already done. Heck, I've searched thoroughly through this forum to find any references to things such as this. I mean, other than having terrain features, the actors.static is pretty much just a much more extensive version of a mission file, right? I mean, the waypoint and placement system seem to share a lot in common.
Again, sorry if I did overlook a tool or post which already covers whichever I'm trying to find. And if not, is there some way to translate that to the actual code terms that the game uses? (As in similar to my psuedocode).
Thanks, and sorry if I frustrated you.