We are now getting quite a large amount of objects added to the FMB.
And as new ones get added the number where previouse objects where are changed, making it a big job searching thrue all and everything to find the object you want to use.
As its now the different type of objects are just all over and when all the cows, sheep, haystacks, ken and barbies are added it will be a overvelming task to find anything.
When ship pack 2 was released it made its 2 own folders in FMB, the ship pack 2 folder and the ship pack 2 static folder.
It should be possible to make folders with different cateregories to the other objects too i should belive. if not in the object folder itself then at least on the outside.
The folders could have names like industrial(objects), Military(objects), Civilian(objects) and so on.
This will hopefully also prevent that objects get added several times too in the object list as its easyer to spaot whats there and not as now without any order of over viuw.
Hi there
I actually have my static.ini in my own custom order the way I like it.You can name your objects anyway you want,when adding objects I [Title] them the way I like to.Also I put them in groups the way I like to group them.As an example I cut and paste all my winter objects together ,desert objects together,airfield ,ete ete I organize my static.ini the way I like it
you may also customize it to be foldered so to speak as the Hanger mod does,you just need to do it.
There is no set standard to the Static.ini as I and everyone else is different depending on the object mods added to the .ini and in what order we all add to the .ini
I have also done like others and created some objects such as more humans in different uniforms and varying hieghts ,tipped over barrells and such so my static.ini has custom objects that others do not have
So in a nutshell you may do anything you want with your static.ini
Easy
Posts: 189
Threads: 49
Joined: Jul 2008
VF101hawk:
Great idea there.
EasyRider: Be careful renaming your objects because that's the only way your game can recognize objects and renaming them will make them disappear on other's computers when they join and run with you. Also, the stuff from their end will, of course, not appear on your game.
Back to you Hawk:
I've gone the same route os EasyRider and customized my static.ini file in groups. I had to make decisions as to what categories to make and how to break the various objects down. The first four categories in my static.ini file are:
Revetments_Blast Pens;
Hangars;
Fuel Tanks;
Control Towers.
I did this as I've found over the years this is how I populate an airbase and surrounding areas.
I then broke these down into sub-categories to refine a search:
Revetments_Blast Pens: Large open BP; Steel Splinterboxes; Mesh revetments.
Hangars: Open - Ones we use a LOT; Huge round roof Closed; Huge Concrete ; 3 Bay Open
You get the idea.
When this was completed I then made a 'mission' and placed the first and last objects in each sub-category on the ground in a line. For instance:
Object 0 is [buildings.House$BP_Earth]. This is the first object in the set of blast pens.
Object 10 is [buildings.House$Grass_Pen]. This is the last of the blast pens.
I placed both of these objects next to each other on the map. I then continued placing the objects in each sub-category down. Ultimately I ended up with well over 200 objects on the ground.
Now, as I place new objects in my static.ini file, when I run this mission and place the cursor on each object, its now-new number will show up and I can just mark, on a master list I've made, what the object numbers are. All told it takes about five to ten minutes to complete a list.
A side benefit to this way of doing things is that, provided you're consistant with your categorizing, you won't duplicate objects unintentionally.
Until such time as someone can break the static.ini list into two or more parts, as per your proposal, this'll be the way I'll be doing things.
edit:
Just caught your other thread about multiple objects taking you to another part of the objects list. I use this feature to place humans at different levels quickly while placing objects in FMB. Immediately following something that might need humans around it I have placed a human in the static.ini file. For instance:
Following the scaffolds I have three humans, OD; Half-nekid; and RAF, at scaffold height - 1.2m. Placing this object down now allows me to get to all the men at that height and subsequent or previous men by using the cursor keys. This works extremely well when in 3D mode - I don't have to go up to the objects list and scroll up or down. Placing a man back at the scaffold and deleting him gets me right back to the scaffold section and I can then merrily keep placing items. I now do just about all my object placement in 3D mode only.
Great days all.
Ty guys for swift replays.
I guess i have to wait for someone to make the folders as i dont know how, i feel thi swould make it easyer for guys like me that havent that much experiance with building missions and so on.
But in the meanwhile ill try your sudgestions.
Ty again both of you.
~S~
FS~FoxBat
this is my callsign online as vf101Hawk is from a while back but the callsign i used then.
Posts: 189
Threads: 49
Joined: Jul 2008
EasyRider:
That looks like a great idea. Up to now I've kinda stumbled through some of the names of objects and just accepted that I didn't know what to call them except maybe "3 Bay open front hangar". This is what I have on my list but not in the static.ini.
Great days all.
Started reordering the whole static ini..
pew what a job.
im first laying everything out on a map then im setting it in by a kinda order like fortifications first. then industry, thn cars, motorbikes trains and so on..and last im gonna have winter objects all kind as i rearly make any wintermaps.