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Thread: [REL] EvilB Object Spawner [Update 12/03/13]
  

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  1. #31  
    EvilB's Avatar
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    Quote Originally Posted by ribonucleic View Post
    Evil the Funny Car Builder has a Hash Input feature perhaps you could incorporate that into this project, then you could focus on the core of this and forget about which objects we are able to spawn
    yes i asked jumper if i could use it and yes i can but ive run into the max locals because of the menu items set to 50 so some rearranging needs to be done before i can attempt to add it.
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  2. #32  
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    Quote Originally Posted by Colt View Post
    Sometimes it's difficult to view model hashes when you're playing if you don't have a laptop/something similar.
    Maybe add it as an extra feature, but not to rely on it.
    text size can be increased i think edit: oh i see what you mean, then print/write a list of objects you might want to use, but anyway hash input would be better than a fixed list of objects no matter which way you spin it, we can see this from the fact that both me and evil have had the idea to include it and from the fact that Jumper made it in the first place
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  3. #33  
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    I don't know if it's better than a fixed list, it's more about the state of available information and what the user wants to do. A good amount of models are known to make a decent fixed list for having quick fun, which is probably what the majority of end users want.

    The manual input probably has a more narrow target group - users who want to experiment with unknowns, or users who have a decent list of uncommon models they want to have available.

    tl;dr - both are good. I only wish my hash input code was cleaner so more people could utilize it
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  4. #34  
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    Ok if anyone wants to help getting the rest of the props folders objects added to the spawner then heres how ive been adding them from their folders in openiv and then categorizing them from there .img iv got most added but theres still categories to add.

    so if anyone want to choose a category and get a list added just like the example of the roadside it will be easier for me to add them and it wont just be me trying to get the lists together plus then the hash generator can then be for objects outside the props folder.

    1.jpg 2.jpg

    and heres how i got them in the source.

    Example Roadside Cat


    Missing categories

    Commercial

    Residential


    You can get a full list off model hashes here Static Model Hashes.
    Last edited by EvilB; 02-25-2013 at 07:34 PM.
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  5. #35  
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    Lol when I saw "Roadside cat" I thought you meant an actual cat

    I can do Residential if you like?

    In the middle of doing a Black Ops 2 montage but I can take a break from it

    Let me know.
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  6. #36  
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    Quote Originally Posted by EvilB View Post
    Ok if anyone wants to help ....
    So if you open the ide, every object used is listed at the top? between "objs" and "end" ? If that's the case I can clean that list up real quick with regex, then just need to get the hashes, which I might be able to macro.

    Is this format ok?
    menu_addItemHash("CJ_cola_BOX_2", 0x3298AD0A);
    (that's how I did object launcher)
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  7. #37  
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    Quote Originally Posted by jumper View Post
    So if you open the ide, every object used is listed at the top? between "objs" and "end" ? If that's the case I can clean that list up real quick with regex, then just need to get the hashes, which I might be able to macro.

    Is this format ok?
    menu_addItemHash("CJ_cola_BOX_2", 0x3298AD0A);
    (that's how I did object launcher)
    yeah its using the format of the menulibs add hash so it be like name on left hash on right.
    menu_addItemHash("BM_wall_light_SM", 0xAF122D49);
    menu_addAction();

    also it doesn't have to be in hex it can be its dec form.
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  8. #38  
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    Ok just wanted to be sure I wouldn't miss any by using the top section of the ide, I'll start with street.

    Oh and what is the max menu length? residential\details has like 262 objects
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  9. #39  
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    Quote Originally Posted by jumper View Post
    Ok just wanted to be sure I wouldn't miss any by using the top section of the ide, I'll start with street.

    Oh and what is the max menu length? residential\details has like 262 objects
    its at 50 but im going to be changing it when i get to adding in the hash input feature because its maxing local vars when i add hash inputs vars so 50 is good for now i can rearrange all the menus sizes when i come to that.
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  10. #40  
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    So far I've done this:

    Code:
            if (item_selected == 1) // Bathroom
            {
                menu_header = CHANGE THIS;
                menu_addItemHash("CJ Toilet Roll", MODEL_CJ_TOILET_ROLL);
                menu_addAction();
                menu_addItemHash("CJ Toilet Brush", MODEL_CJ_TOILET_Brush);
                menu_addAction();
                menu_addItemHash("CJ Shower", MODEL_cj_shower);
                menu_addAction();
                menu_addItemHash("CJ Shower Rack", MODEL_CJ_SHOWER_RACK);
                menu_addAction();
    			menu_addItemHash("GB SinkH", MODEL_GB_sinkH);
    			menu_addAction();
                menu_addItemHash("CJ Toilet Roll Dispenser", MODEL_CJ_T_ROLL_DISP);
                menu_addAction();
                menu_addItemHash("CJ Hand Drier", MODEL_CJ_HANDDRIER);
                menu_addAction();
                menu_addItemHash("CJ Med Toilet 2", MODEL_CJ_MED_TOILET_2);
                menu_addAction();
                menu_addItemHash("CJ Med Sink 3", MODEL_CJ_MED_SINK_3);
                menu_addAction();
    			menu_addItemHash("BM Bathtub", MODEL_BM_bathtub);
                menu_addAction();
    			menu_addItemHash("GB Damagedsink01", MODEL_GB_damagedsink01);
                menu_addAction();
                menu_addItemHash("CJ Towel Dispenser", MODEL_CJ_TOWEL_DISP_3);
                menu_addAction();
            }
            else if (item_selected == 2) // Bedroom
            {
                menu_header = CHANGE THIS;
                menu_addItemHash("BM_Sofabed", MODEL_BM_sofabed);
                menu_addAction();
                menu_addItemHash("CJ Bedroom1 W", MODEL_CJ_BEDROOM1_W);
                menu_addAction();
                menu_addItemHash("GB Wardrobes2", MODEL_gbwardrobes2);
                menu_addAction();
                menu_addItemHash("EC Locker01", MODEL_EC_locker01);
                menu_addAction();
                menu_addItemHash("EC Locker", MODEL_EC_locker);
                menu_addAction();
                menu_addItemHash("EC Shipbunk", MODEL_EC_shipbunk);
                menu_addAction();
                menu_addItemHash("EC Shipcabin", MODEL_EC_shipcabin);
                menu_addAction();
                menu_addItemHash("EC Shipbunk Dresser", MODEL_EC_shipbunk_dresser);
                menu_addAction();
                menu_addItemHash("EC Shipbunk Sable", MODEL_EC_shipbunk_table);
                menu_addAction();
                menu_addItemHash("GB Bed05", MODEL_GB_bed05);
                menu_addAction();
                menu_addItemHash("GB Bed09", MODEL_GB_bed09);
                menu_addAction();
                menu_addItemHash("GB Bed13", MODEL_GB_bed13);
                menu_addAction();
                menu_addItemHash("GB Bedsidetable01", MODEL_GB_bedsidetable01);
                menu_addAction();
                menu_addItemHash("GB Dresser03", MODEL_GB_dresser03);
                menu_addAction();
                menu_addItemHash("GB Dresser07", MODEL_GB_dresser07);
                menu_addAction();
                menu_addItemHash("GB Mattress02", MODEL_GB_mattress02);
                menu_addAction();
                menu_addItemHash("GB Mattress03", MODEL_GB_mattress03);
                menu_addAction();
                menu_addItemHash("GB Wardrobe10b", MODEL_GB_wardrobe10b);
                menu_addAction();
            }
    That is right, isn't it?
    It looks sorta off with the first chunk but it's not like that in the editor..?
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