Building Land Classes: Difference between revisions
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Destroyed Buildings that used the DestructEngine type will vaporise (dissappear) unless a ruins model is associated with them. | Destroyed Buildings that used the DestructEngine type will vaporise (dissappear) unless a ruins model is associated with them. | ||
{{Feature|important|The class needs to be called | {{Feature|important|The class needs to be called {{hl|Land_''xxx''}} for ruins to work.}} | ||
{{Feature|arma1| | {{Feature|arma1|The class needs to be called {{hl|Land_''xxx''}} for building animations to work in {{arma1}}; this is not true for later titles. See the ''How to ensure doors are working'' for more information.}} | ||
The old, simple {{ofp}} format: | |||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
class CfgVehicles | class CfgVehicles | ||
Line 16: | Line 17: | ||
/* ... */ | /* ... */ | ||
}; | }; | ||
}; | |||
</syntaxhighlight> | |||
class | The new, advanced format: | ||
<syntaxhighlight lang="cpp"> | |||
class CfgVehicles | |||
{ | |||
class Ruins; // required for the ruin model | |||
class NonStrategic; | |||
class House : NonStrategic | |||
{ | { | ||
class DestructionEffects; // re-declaration is needed | |||
}; | |||
class Land_MyRuinedHouseModel : Ruins // note the Land_ prefix | |||
{ | |||
scope = 1; // protected scope - not shown in editor | |||
displayname = "My House Ruins"; | |||
model = \some\ruinedBuilding\MyRuinedHouseModel; // .p3d extension is optional - note that the Land_ prefix is not required | |||
}; | |||
class Land_MyHouse : House // note the Land_ prefix | |||
{ | |||
/* ... */ | |||
class DestructionEffects : DestructionEffects | |||
{ | { | ||
class Ruin1 | |||
class | |||
{ | { | ||
simulation = "ruin"; | |||
type= \some\path\MyRuinedHouseModel; // .p3d extension is optional - note that the Land_ prefix is not required | |||
position = ""; | |||
intensity = 1; | |||
interval = 1; | |||
lifeTime = 1; | |||
}; | }; | ||
}; | }; | ||
Line 51: | Line 55: | ||
}; | }; | ||
</syntaxhighlight> | </syntaxhighlight> | ||
== How to ensure doors are working == | |||
In order to make sure animated doors are working when the building is baked into the map as well as when the building is placed in the editor the building class '''must''' be named as follows: | |||
{{hl|class '''Land_'''{{Color|darkorange|p3dName}}}} and {{hl|c= model = {{Color|darkorange|p3dName}};}} | |||
<syntaxhighlight lang="cpp"> | |||
class house_f; // almost always | |||
class land_my_great_building : house_f | |||
{ | |||
model = "\some\location\my_great_building.p3d"; | |||
// the rest does not matter | |||
}; | |||
</syntaxhighlight> | |||
{{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 {{hl|c= class{{=}}house}} is needed, a land_xx '''must''' go with it.}} | |||
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 {{hl|c= class=house}} as a minimum. There are other, less used, animation class types, such as {{hl|housesimulated}} and {{hl|fuelstation}} but using {{hl|c= class=house}} is the basic, safest way to have doors to open. | |||
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 {{hl|c= class=house}} is the prime candidate, but there are other much less used class= types of which [[pboProject]] also takes care.) | |||
If doors still will not open, then you do not have that {{hl|Land_xx}} class in any {{hl|config.bin/CfgVehicles}} in the game. Under those circumstances, it is up to you to create one. | |||
{{GameCategory|arma1|Addon Configuration}} | {{GameCategory|arma1|Addon Configuration}} | ||
{{GameCategory|arma1|Terrain Editing}} | {{GameCategory|arma1|Terrain Editing}} |
Latest revision as of 00:23, 16 November 2021
The building ruins system introduced in Armed Assault is quite different from the one in Operation Flashpoint. In Operation Flashpoint, a destroyed building saw its vertices moved, twisting its 3D model as well as its collision LOD - making this a very cheap but improvable system.
In Armed Assault, the original building moves under the terrain to simulate collapsing; the damage also changes from 1 back to 0.
Destroyed Buildings that used the DestructEngine type will vaporise (dissappear) unless a ruins model is associated with them.
The old, simple Operation Flashpoint format:
class CfgVehicles
{
class House;
class MyHouse : House
{
/* ... */
};
};
The new, advanced format:
class CfgVehicles
{
class Ruins; // required for the ruin model
class NonStrategic;
class House : NonStrategic
{
class DestructionEffects; // re-declaration is needed
};
class Land_MyRuinedHouseModel : Ruins // note the Land_ prefix
{
scope = 1; // protected scope - not shown in editor
displayname = "My House Ruins";
model = \some\ruinedBuilding\MyRuinedHouseModel; // .p3d extension is optional - note that the Land_ prefix is not required
};
class Land_MyHouse : House // note the Land_ prefix
{
/* ... */
class DestructionEffects : DestructionEffects
{
class Ruin1
{
simulation = "ruin";
type= \some\path\MyRuinedHouseModel; // .p3d extension is optional - note that the Land_ prefix is not required
position = "";
intensity = 1;
interval = 1;
lifeTime = 1;
};
};
};
};
How to ensure doors are working
In order to make sure animated doors are working when the building is baked into the map as well as when the building is placed in the editor the building class must be named as follows: class Land_p3dName and model = p3dName;
class house_f; // almost always
class land_my_great_building : house_f
{
model = "\some\location\my_great_building.p3d";
// the rest does not matter
};
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 class=house as a minimum. There are other, less used, animation class types, such as housesimulated and fuelstation but using class=house is the basic, safest way to have doors to open.
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 class=house is the prime candidate, but there are other much less used class= types of which pboProject also takes care.)
If doors still will not open, then you do not have that Land_xx class in any config.bin