Mikero's Editor Upgrade102.

Renamed to Editor103

Previous versions were 3.xx and this new naming system now tries to carry the version number as it's filename.

Version 3.05

added xmas tree and civilian repair truck, played with enum variants

Inclusion of all of gunslinger's original editorONE, objects1 and 2 (hidden)

changes a 3.03

Now with Spanish, Italian, German, English and Czech

Changes at 3.03

added Spanish from Cheo
added Italian from AStWalker

thanks guys

Changes a 3.02

Strengthened military builidngs

Changes at 3.01

The prisitine source to this pbo,  config.cpp, is included in the package for documentation purposes (and those wishing to look up camcreate objects)

The file , THE editor addon, is now binarised, making a 50% reduction in size and around 20% improvement in load and decoding times for the ofp engine.


Installation.

All files other than the included pbo are for documentation purposes only. They have NO game purpose. To use this addon simply copy (and presumably replace) this editorupdate102.pbo into your addon or mods folders. It is 100% compatible with existing 102 editors (see below)

make sure that you remove the following pbo's if you have them installed (make sure you check the res\addons folder too!)

These are original gunslinger editions for non resistance engines. Have errors, and WILL CONFLICT you do not need them!

Enjoy


What is this addon?

Editor102 makes available to the in game editor all of the objects that are present in standard OFP that were not provided by Bis as part of the Game Editor. Unlike 'addons' in general, editor102 does not provide it's own objects, nor is it a 'simple', single item or a few objects but accesses over 500 existing models.

Gunslinger produced the first version of editor102 for use with standard OFP.

Kegety's enhanced this pbo to include the additional objects found in OFP:Resistance. But in so doing, 'hid' many objects revealed by Gunslinger as being 'useless'.

General Barron enhanced Kegety's editor to unhide these objects.

This version of the editor follows on from General Barron. There are many, and substantial, changes to the internal workings of the file (to make it more efficient in use of classes) , while maintaining backward compatibility with all missions using older editor102's.

The  primary objectives of this version (there are many other secondary considerations) are:

Other features:

There have also been some small, corrections to Barron's edition, Where, UNhiding some of the models were incorrectly done. This is particularly true of the military type objects.

The downside.

In order to internationalize the editor AND to make it grammatically correct for in-game play, authors will have initial difficulty adjusting the new way of selecting items. Thus

small flare and
large flare

might be separated by many other 'small' items in the list. To compensate, the EU- Groups under empty have been vastly increased.

Hidden objects.

All of the original objects are now hidden and no longer selectable by the editor. They remain of course compatible and loadable from existing missions, and, as usual remain CreateAble.

Instead, All objects now have a more meaningful name in the resulting mission.sqm. There is no perceived difference for authors using the Game Editor. There is no difference in scripting. Authors are free to choose the old, or the new, name. The onlt downside is that once this editor is used, an older version cannot replace it later. Hence missions made with this editor need to have this editor as an addon. Hardly unusual.