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| {{DISPLAYTITLE:The Land_''xx'' class}}
| | #redirect [[Building Land Classes]] |
| {{Wiki|merge|Building Land Classes}}
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| The very first, and very infamous misunderstanding is that an animated building opens doors when placed in the game editor but does not when baked into a map (wrp).
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| For this magic to happen, you '''must''' have <tt>class '''Land_'''{{Color|darkorange|p3dName}}</tt> and <tt>model = {{Color|darkorange|p3dName}};</tt> - that is it!
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| <syntaxhighlight lang="cpp">
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| class house_f; // almost always
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| class land_my_great_building : house_f
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| {
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| model=\some\location\my_great_building.p3d;
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| // the rest does not matter
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| };
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| </syntaxhighlight>
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| {{Feature|informative|Note that land classes can be had for other p3d class 'types', and they are optional. But if the unique and very special properties of <tt>class{{=}}house</tt> is needed, a land_xx '''must''' go with it.}}
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| And for these animations to happen at all either in the in-game editor or otherwise, the p3d has to have it is geolod property set to <tt>class=house</tt> as a minimum. There are other, less used, animation class types, such as <tt>housesimulated</tt> and <tt>fuelstation</tt> but using <tt>class=house</tt> is the basic, surest way to have doors to open.
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| A land_xx trigger list of all objects used on the map that *need* land classes to operate correctly is automatically baked into that wrp by [[pboProject]]. (Geolod <tt>class=house</tt> is the prime candidate, but there are other much less used class= types of which [[pboProject]] also takes care.)
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| if doors (eg) still won't open, then you don't have that land_xx class in any config.cfgVehicles in the game. Under those circumstances, it is up to you to create one.
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| {{GameCategory|arma1|Addon Configuration}}
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| {{GameCategory|arma1|Terrain Editing}}
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