Static.ini compatibility
#3

Try this static_differenz.exe (9 kb):

http://rapidshare.com/files/157532875/s ... z.exe.html

Put the program and the original standard static.ini (You can download it from a sticky in the map mods discussion sections) in a folder. Rename a static.ini with new objects as static.ini_1 and put it also into the folder. Run the program, it creates a static_differenz.ini. In that are all entrys that are in the static.ini_1 but not in (original) static.ini. If the program displays something like " ..... nicht gefunden" ("... not found") it misses the right files, controll the names then.

Open the static_differenz.ini and create a header as explained at the beginning of the (original) static.ini. Copy the whole static_differenz.ini with the new header to the end of the (original) static.ini (May be you should delete the last empty lines if there are some, i don't remember. May also be there is a strange sign at the very end of the static.ini, that must stay at the very end). Use the new extended (original) static.ini

In the fmb the new objects will now apear at the very end with added numbers, in the mapping fmb as a chapter of there own mostly at the end (Roads, bridges and some more entrys are at the very end) with the name you gave it in the header.

The game adresses the objects independ of their place in the static.ini (uses the names instead), but for mission building it really helps if the numbers of the usual objects stay the same and its also more comfortable when map building.
Reply


Messages In This Thread

Forum Jump:


Users browsing this thread: 6 Guest(s)