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Static holder objects#493

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Silence-112 wants to merge 14 commits intounstablefrom
static-holders
Open

Static holder objects#493
Silence-112 wants to merge 14 commits intounstablefrom
static-holders

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@Silence-112
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What type of PR is this?

  1. Bug
  2. Change
  3. Enhancement
  4. Miscellaneous

What have you changed and why?

Information:

Added a "static holder" object for use in map ports, so statics and such aren't bound to a certain building that may or may not exist in that map

Please specify which Issue this PR Resolves (If Applicable).

"This PR closes #XXXX!"

Please verify the following.

  1. Have you loaded the mission in LAN host?
  2. Have you loaded the mission on a dedicated server?

Is further testing or are further changes required?

  1. No
  2. Yes (Please provide further detail below.)

How can the changes be tested?

Steps:


Notes:

@Silence-112 Silence-112 added the misc A miscellaneous change label Feb 20, 2025
@Silence-112 Silence-112 marked this pull request as draft February 20, 2025 20:55
@UnseenKill UnseenKill modified the milestone: migration Aug 20, 2025
@wersal454
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image image

If this is a an intended effect, then it works

I would say this is lgtm

@wersal454
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As an idea, placement markers for SAM and radar like in #735 . Though, since those can vary in sizes drastically it might get out of hand. THOUGH, a way to generally dictate where they should be placed would be nice.

Or, instead of adding more markers, simply use large static holders and do a check if they are inside SAM marker space. But then you would need to somehow diversify which holder goes to SAM and which goes to radar.

@Silence-112 Silence-112 marked this pull request as ready for review March 2, 2026 16:50
@jwoodruff40
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As an idea, placement markers for SAM and radar like in #735 . Though, since those can vary in sizes drastically it might get out of hand. THOUGH, a way to generally dictate where they should be placed would be nice.

Or, instead of adding more markers, simply use large static holders and do a check if they are inside SAM marker space. But then you would need to somehow diversify which holder goes to SAM and which goes to radar.

Sam marker already exists, and iirc radar uses a sam marker as well.

@wersal454
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As an idea, placement markers for SAM and radar like in #735 . Though, since those can vary in sizes drastically it might get out of hand. THOUGH, a way to generally dictate where they should be placed would be nice.
Or, instead of adding more markers, simply use large static holders and do a check if they are inside SAM marker space. But then you would need to somehow diversify which holder goes to SAM and which goes to radar.

Sam marker already exists, and iirc radar uses a sam marker as well.

Not what I meant. I know sam marker exists. What I'm saying, is that said marker is used as a zone, in which both SAM and radar are both placed semi-randomly (iIrc), so maybe it would be nice to prevent this semi-random behaviour and dictate more exact positions where they should be placed.

Like, on this base it would be better if sam was on the left and radar on the right,but on the other base, it would be better if it was the opposite.

UnseenKill and others added 2 commits March 3, 2026 08:58
Wrong forward declaration; base class is `A3AU_RebHelipad_base_F`. Also, twice the same class defined makes Arma croak.

Co-authored-by: wersal <wroma@bk.ru>
Signed-off-by: UnseenKill <post@oliver-schieche.de>
Wrong forward declaration; base class is `A3AU_RebHelipad_base_F`. Also, twice the same class defined makes Arma croak.

Co-authored-by: wersal <wroma@bk.ru>
Signed-off-by: UnseenKill <post@oliver-schieche.de>
UnseenKill
UnseenKill previously approved these changes Mar 3, 2026
Co-authored-by: UnseenKill <post@oliver-schieche.de>
Signed-off-by: Jake Leach <78276788+Silence-112@users.noreply.github.com>
@stutpip123
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the biggest issue with this concept is it creates a circular dependency of loading the mod to add the objects to a map.
it'll need to exist both as an independent small mod for map creation, and also within the main mod for when its being used

@Silence-112
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the biggest issue with this concept is it creates a circular dependency of loading the mod to add the objects to a map. it'll need to exist both as an independent small mod for map creation, and also within the main mod for when its being used

Behold the humble ALT + F4 and rebuild

@stutpip123
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the biggest issue with this concept is it creates a circular dependency of loading the mod to add the objects to a map. it'll need to exist both as an independent small mod for map creation, and also within the main mod for when its being used

Behold the humble ALT + F4 and rebuild

I have tried it before, it broke the editor loading the main mod in entirety

@wersal454
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wersal454 commented Mar 3, 2026

the biggest issue with this concept is it creates a circular dependency of loading the mod to add the objects to a map. it'll need to exist both as an independent small mod for map creation, and also within the main mod for when its being used

huh

@wersal454
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the biggest issue with this concept is it creates a circular dependency of loading the mod to add the objects to a map. it'll need to exist both as an independent small mod for map creation, and also within the main mod for when its being used

Behold the humble ALT + F4 and rebuild

I have tried it before, it broke the editor loading the main mod in entirety

before
image
?

because, it was broken before that.

@UnseenKill
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the biggest issue with this concept is it creates a circular dependency of loading the mod to add the objects to a map. it'll need to exist both as an independent small mod for map creation, and also within the main mod for when its being used

Behold the humble ALT + F4 and rebuild

I have tried it before, it broke the editor loading the main mod in entirety

before image ?

because, it was broken before that.

What

@wersal454
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the biggest issue with this concept is it creates a circular dependency of loading the mod to add the objects to a map. it'll need to exist both as an independent small mod for map creation, and also within the main mod for when its being used

Behold the humble ALT + F4 and rebuild

I have tried it before, it broke the editor loading the main mod in entirety

before image ?
because, it was broken before that.

What

that's what I'm asking

@Silence-112
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yeet

@Silence-112 Silence-112 added this to the v11.10.0 milestone Mar 31, 2026
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5 participants