Static.ini compatibility
#1

I've been to several threads that have folks showing objects and giving the object number as the descriptor for that object. The unfortunate thing is that now we can so easily add objects and change their place in the static.ini file, my object #100 in not going be your object #100. I feel we're going to have to start using the actual name of the object itself - in my case object #100 is VehicleOpelBlitz36s.

I spent the better part of a week going through the static.ini and moved everything around so, when I start to build a mission, I start with the biggest ground objects and work down to the smallest details: revetments/blast pens, move on to hangars, then fuel tanks, control towers etc. I've added objects at pier height so there are trucks and supplies, as well as men, working away alongside the ships. I've sunk a bulding so its roof can be used as the ramp at the end of the large pier section (PortFloor) on shore - I called these objects Pierramp_2 and Pierramp_1 - and are objects 222 and 223.

This is MY logic at work and I've put all the relevant objects together in sections. I've also added over 150 humans - uniformed, casual, and half naked for the tropics - all at different altitudes so they fit into towers, on aircraft wings, on the scaffolds, climbing stairs etc. That really throws the list off kilter for anyone else. CanonUKs objects from his Channel map will rearrange my static.ini again as objects he's incorporating will be added to the appropriate sections.

So, again, if you want to let us know what objects you're using to detail something, please, please, tell us the NAME of the object. I suppose we could take a screen shot of a picture you've posted, if you have one, and then could go through our own list and match it that way, but it would just be easier if you gave the name.

Thanks for letting me get this off my chest.

Great days all.
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#2

The FMB+ helps in that in the 3D view you get the correct name at the bottom of the screen....but it would be nicer if it got rid of those numbers and had the same grouping and names as the Fully Unlocked FMB does Smile
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#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.
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