3rd Party Addons

WrpTool island creator utility

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Grenadier
Newbie
Posts: 10
Joined: 2004-01-18 05:49:44

3rd Party Addons

Post by Grenadier »

To start off with I would just like to say that I did read the manual and have browsed through the forum here but still find myself confused on exactly what to do. I can handle elevation stuff with no problems but I never really got into the actually making of an island till now. I know that it is recommended not to add additional addons into a map permanently but I want to do this for historical reasons and keep people from changing the layout of the island from that historical perspective.

Lets say I have a mgnest addon that I've depbo'd into several files incuding the p3d,the image files, and a cpp. What do I do with all of them? or where exaclty do I put each file? Then once I add the item in the objects.ini and start placing it in what do I do then to allow the objects to be seen in the final pbo. Do they get stuffed as well? Please give me a step by step process. Thank you.
shinRaiden
Captain
Posts: 176
Joined: 2004-02-27 18:29:53

Re: 3rd Party Addons

Post by shinRaiden »

Due to personal, not technical reasons - including simplicity and usability, the manual and examples only use the default BIS components, with the exception of the SEBnam pack.

However, any addon can be used in the same fashion. Just dePBO your addon, and move the folder next to whereever you are pulling the BIS data from. The only concern here is that users will need to have what ever data you use. Note the comment about not including duplicate data.

From your pbo you should have an extracted folder of its contents. Say for example you moved the BIS data like this:
q:bisdata
q:bisdata3d
q:biso
etc...
and you configured WRPtool to pull from q:bis. Now you'd want to move your addon folder to this:
q:bismyaddonfiles
etc...
and leave WRPtool unchanged.

You don't have to modify the Objects.ini file unless you want the objects to be sorted. If you're using addons that have been publicly released but do not have object.ini classification in the extra samples from the WRPtool .950 package, please post a copy on this forum. Also, the preview picts are non-critical as well.

With this design, users can download your map.pbo, any missions.pbo files, and independently get the data addons, and also independently update them. This also saves you a chunk of bandwidth too.
Grenadier
Newbie
Posts: 10
Joined: 2004-01-18 05:49:44

Re: 3rd Party Addons

Post by Grenadier »

Okay. I think I understand now. I'm not actually including the files into the island. I'm just designating the spot that the specific addon will be loaded from the users addons with the p3d file? As long as they have the addons I use in their addon folder then everything should work.

Next - Let's say I put in a turrent on the  island. Will a mission script be able to place AI into the turrent at the beginning of a mission?

Also, say I want to add one addon mutiple times and I have a spreadsheet with the northing and easting coordinates as well as rotation of each placement, is there an easier way to place them than each individually?
Last edited by Grenadier on 1970-01-01 00:00:00, edited 1 time in total.
Dschulle
Captain
Posts: 162
Joined: 2003-05-18 02:00:14

Re: 3rd Party Addons

Post by Dschulle »

Next - Let's say I put in a turrent on the  island. Will a mission script be able to place AI into the turrent at the beginning of a mission?
No, objects placed in wrp-files don't work correctly.
Also, say I want to add one addon mutiple times and I have a spreadsheet with the northing and easting coordinates as well as rotation of each placement, is there an easier way to place them than each individually?
Sorry another "no", not possible yet. Can only be done by script in mission or by creating a mission sqm with a selfmade program.
Last edited by Dschulle on 1970-01-01 00:00:00, edited 1 time in total.

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