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dermannmitohnegesicht

icons for objects

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heyhey!

i'm just playing around a bit at the moment and most things (surprisingly) work as i want them.

i got one issue though...

i made a little object, quite simple. i already can put in the map and it works as it should. BUT when i place it in visitor and then get the map in the game the object icons dont appear. i dont mean the special icons like for a lighttower, just the simple grey block. BIS objects placed in visitor have those blocks in the final map.

i gues its an config problem, thats why i post this here! if it isnt please move it where it belongs ;)

i use the config file from mondkalbs tutorial, and changed it a bit. as i said, the object itself works fine, just the block doesnt show up on the map.

the config:

/* Declaration as Addon-Content.*/

class CfgPatches {

/* "Hey ArmA2, this is an addon and it's named "TUT_Wall"*/

/* The name should be indentical to the folder's name*/

class bav_trenches {

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {};

};

};

/* The category in the editor like "Objects" or "Cars".*/

class CfgVehicleClasses {

class bav_trenchesVehicleClass {

displayName = "Trenches";

};

};

/* This is where arma gets the information about a new object. */

/* Donät be confused by the "vehicles" in CfgVehicles*/

class CfgVehicles {

/* everything between here and "Class Land_ ..." is important for the animation to work properly without any "lags". */

class All;

class HouseBase;

class Ruins: HouseBase {};

/* Again your very own basic definition*/

class bav_Base_Object : All {

scope = 0;

side = 3;

icon = "iconStaticObject";

nameSound = "object";

simulation = "house";

picture = "pictureStaticObject";

model="";

sound = "Building";

placement = "vertical";

ladders[] = {};

vehicleClass = "";

displayName = "";

coefInside = 1;

coefInsideHeur = 0.25;

mapSize = 7.5;

animated = true;

armor = 200;

destrType = "DestructBuilding";

damageResistance = 0.004;

class DestructionEffects {

class Sound {

simulation = "sound";

type = "DestrHouse";

position = "destructionEffect1";

intensity = 1;

interval = 1;

lifeTime = 0.05;

};

class DestroyPhase1 {

simulation = "destroy";

type = "DelayedDestruction";

lifeTime = 2.5;

position = "";

intensity = 1;

interval = 1;

};

class DamageAround1 {

simulation = "damageAround";

type = "DamageAroundHouse";

position = "";

intensity = 1;

interval = 1;

lifeTime = 1;

};

};

};

/* Your very own base class for buildings*/

class bav_Housebase : bav_Base_Object {

scope = 1;

model = "";

icon = "";

displayName = "";

animated = true;

vehicleClass = "bav_trenchesVehicleClass";

nameSound = "house";

accuracy = 0.2;

typicalCargo[] = {};

transportAmmo = 0;

transportRepair = 0;

transportFuel = 0;

mapSize = 5;

cost = 0;

armor = 800;

/*extern*/ class DestructionEffects;

};

/* Everything between here and "Class All" (above) is important for the animation to work without any "lags". */

/* The "Land_" infront of all buildings is important for the destructioneffects to work properly. After the "Land_" the name of the .p3d (without the .p3d ending) has to follow!*/

class Land_bav_trench: bav_Housebase {

model = "\bav\bav_trenches\bav_trench.p3d"; /* path to the object */

displayName = "$STR_bav_trench"; /* entry in Stringtable.csv */

/* Important are the $ and the capital STR_*/

nameSound = "";

mapSize = 8; /* Size of the icon */

icon = "iconStaticObject"; /* Path to the picture shown in the editor. */

accuracy = 1000;

armor = 4500000; /* "Lifepoints", if you like to call it that way.*/

destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */

scope = 2; /* Display it in the editor? 1 = No, 2 = Yes */

class DestructionEffects : DestructionEffects

{

class Ruin1

{

simulation = "ruin";

type = "\bav\bav_trenches\bav_trench_Ruin"; /* path to the object*/

/* Warning, if you use a custom rubble model, it has to be defined in the cfgvehicles (see below)*/

position = "";

intensity = 1;

interval = 1;

lifeTime = 1;

};

};

};

/* Same name as stated in the Class DestructionEffects, but an "Land_" added infront*/

class Land_bav_trench_Ruin : ruins {

scope = 1;

model = "\bav\bav_trenches\bav_trench_Ruin.p3d";

displayName = "trench ruins";

};

};

};

thaks for your help!

Edited by DerMannmitohneGesicht

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