[FilterScript] [FS] Ingame Object Editor [Version 2.0] by Matthias (Update)
#1



::: Introduction :::

I was browsing thrue the forums looking for an ingame object editor, I've found a few but some of them were too bugged or too complicated. I needed something incredibly simple just with the basic commands, I found BreadFishes' but the download links were down. So I thought I could make one myself. So that's where this whole project started.

This is an incredibly simple, 500 lines, map editor. It took me about 3 - 4 days to create this so don't expect too much. I'll probably create another (improved) version if I see people think it's usefull.

::: Features :::

Well, this basically features everything a simple map editor needs. It saves everything into objects.txt in your scriptfiles folder (in the correct format) and has a few commands to edit the object with.
A small list of commands and their features:
  • /addobject <objectid> : This commands simply adds an object. Note: Some object ID's might crash your server, check the wiki before randomly trying one.
  • /saveobject <note> : This saves everything into objects.txt in your 'scriptfiles' folder in the correct format, all you need to do is add the line to your gamemode!
  • /moveup <coord> : Moves the object up.
  • /movedown <coord> : Moves the object down.
  • /moveleft <coord> : Moves the object to the left.
  • /moveright <coord> : Moves the object to the right.
  • /moveforwards <coord> : Moves the object forwards.
  • /movebackwards <coord> : Moves the object backwards.
  • /stick <no params> : Sticks you to your object.
  • /unstick <no params> : Unsticks you from your object.
  • /ohelp <no params> : Shows a list of commands.
  • /objects <no params> : A list with a few usefull objects.
  • /objecttp <no params> : Teleports you to your object.
  • /abort <no params> : Aborts the editing of an object.
  • /stop <no params> : Aborts the editing of an object without removing it.
More commands might be added if people think this is usefull and like it.

Note: I've deleted the rotate commands as they were bugged (a SA:MP bug I think?). You can do that manually.

::: Video :::

I've made a little video to show what it's like ingame, I know the editing and quality sucks, I've done this in 5 minutes.

SA:MP Ingame Object Editor by Matthias

::: Credits :::

I take all credits for this, you are not allowed to edit and republish it without my permission. You can use it on your server and edit it if you want though. Putting me in the credits would be greatly appreciated .

General thanks to:

- DracoBlue (for dcmd)
- The creator of sscanf
- WeirdoSport for helping me out with a tiny bug

::: Downloads :::

Finally, we've come to the download part! Mirrors are accepted!

Version 1.0:

* Pastebin
* Megaupload

Version 2.0:

* Megaupload (Recommended)
* Pastebin

::: How to install? :::

Well, you simply download 'ObjectEditor.pwn' from one of the links provided above, then you open them in Pawno and compile them. Then place 'ObjectEditor.amx' into your 'filterscripts' folder.
Then open server.cfg and add 'ObjectEditor' to that line. Or just go ingame and do /rcon loadfs ObjectEditor.

Let's say you have the following filterscripts running: script1.amx, script2.amx, script3.amx then your server.cfg line will become:

Code:
filterscripts script1 script2 script3 ObjectEditor
::: Bugs :::

None so far, please report them in here!

::: Last words :::

Well, thanks for reading all this and I hope you enjoy it! Please post any suggestions / questions or bugs in this topic!

Update!

Here is version 2.0! It doesn't contain a lot new features. Mostly they are small bugfixes.
  • Fixed /addobject
  • Fixed /movedown.
  • Fixed /objects.
  • Added a /stop command
  • The note in /saveobject is now optional


Greetings,
Matthias

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#2

Good work, i'm sure going to use this.
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#3

afaik sscanf pawn version is by y_less, but in lot of other high languages there are also sscanf such as C, c++ etc.
Nice work btw. but there are in moment a lot of object editors. but it is good to make one so you know
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#4

Very good work
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#5

Fuck it * sorry about the language*

I'll try it, other objects editors are very bugged and very confused.
Thank you and keep the best work
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#6

LoadObjects ? co it can continue to work on objects..
and SaveObjects too.. you will then need enum too...

Have fun..
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#7

Bit bugged too, the ID 1661 doesn't show and the ID 14532 isn't valid --
And i saw them on MTA.
Btw, you cannot put cords like 0.3500 you can only but entire numbers like 1 2 3 4 5 etc.
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#8

Thanks guys
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#9

Its unique aswell, not by pressing a key you must type it in to get it perfect, I will use this instead of my MD2 to see how it goes. Good job bro!
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#10

This is awesome, thanks i hope it will have a loadmap in the future that would be awesome
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#11

Thank you guys, I really appreciate your comments!
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#12

yo Matt..lvp pwntzor... :P

nice work..I'm gonna give it a try!

Cheerz!
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#13

Yo Vichuzz

Thanks man, enjoy it!
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#14

i like it ferry mutch only 1 thing is strange how can i rotate the objects
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#15

Good job Matthias, but it would be better if you could move obcjets manually with arrow keys, not typing /moveforwar 5 and shit Anyway it's nice
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#16

I can see a few bugs from a quick glance at the code. For example, if player ID 0 is editing an object, and player ID 1 starts editing an object, both players objects will parse because your storing the object data for only one object, globally.

Also, as far as I can remember there are object IDs above 10000. In the addobject command, it would be better to use IsValidObject.
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#17

I think this will be great FS.. Thanks for creating it
P.S. Object movement with "walk" keys would be great. And also, I haven't seen object rotation in the video.. Is that impossible at the moment?
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#18

Would be cool if you would make it possible to move objects by buttons instead commands(will make it easier to map)
and also as Stevelo said:
Quote:
Originally Posted by Stevelo
I can see a few bugs from a quick glance at the code. For example, if player ID 0 is editing an object, and player ID 1 starts editing an object, both players objects will parse because your storing the object data for only one object, globally.

Also, as far as I can remember there are object IDs above 10000. In the addobject command, it would be better to use IsValidObject.
you should make it to
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#19

Quote:
Originally Posted by Stevelo
I can see a few bugs from a quick glance at the code. For example, if player ID 0 is editing an object, and player ID 1 starts editing an object, both players objects will parse because your storing the object data for only one object, globally.

Also, as far as I can remember there are object IDs above 10000. In the addobject command, it would be better to use IsValidObject.
It's not ment to be on a server with multiple players using it. And I'll make another version later, thanks for the replies.
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#20

VN, Matthias. Looks useful, I'll be sure to try it.
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