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meshcarver

Create a campfire/barrel fire tutorial..?

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Hi,

does anyone know of a tutorial for making an object have the "light fire" option, as I'm making quite a few fireplaces and I cannot find any out there?

I've tried looking at the AO campfire in Eliteness but it makes no sense at all, as I can't Depbo it..? It keeps beeping in O2 and saying it won't extract etc...

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Hi, that should be easy, just add a memory point called "ohniste" at the area of fire, and inherit configwise from the vanilla campfire.

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Thanks very much, I'll give that a go.

Out of interest Prof, what the hell is a "Ohniste"? ;)

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this is Czech game so names of selections are hardcoded in Czech language

when English or US coders make game he doesn't code wheel as kolo , he doesnt code doors as drzwi or przegroda or gródź pionowa cienkościenna, but we do , simply it is Czech name for fire point

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not fire itself, fire is ohen, Polish ogien, Russian o'goń,

ohnyste is ognisko - place of fire , fireplace

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not fire itself, fire is ohen, Polish ogien, Russian o'goń,

ohnyste is ognisko - place of fire , fireplace

Ah ok, you know i learn Czech in Oxygen, so my vocabulary is quite limited ;)

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...that's pretty interesting tbh, although I can see it being problematic lol..!

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for others English is problematic especially why they write I and say AY , why they write E and read it I, why OO is U and etc. completly different than Latin (ancient Roman) way of spelling letters that is common in whole European languages no matter if romanic or slavic, noone says I for E, noone says AY for I

alea in acta est on American movie about ancient Rome is eyleeyeaah ayyyen eektaah yezd

Czech names are must-use here in many points opposite to VBS where English naming is for selections and models won't work without "translating" them from Czech to English

for me problem is turret , turet

oposite , oppossite,opposite,

neigborhood, neiborghood, neigborrhood

Edited by vilas

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This is the code I've copied from the Misc3 fodler in CA.

Tbh it all looks like a mess to my eyes (Inexperienced at this) and I can see there's probably more than one Cfg in there is there? It all comes together for that folder so I don't know how to delete the useless text here.

If anyone can guide me here, I'd appreciate it...

Right now, I feel like Neo trying to see the Matrix.

class Land_Fire: House
{
 model = "\Ca\misc3\fire";
 displayName = "$STR_MISC_FIRE";
 icon = "\ca\misc3\data\Icons\icon_fireplace_ca.paa";
 mapSize = 1;
 scope = 2;
 armor = 150;
 simulation = "fire";
 vehicleClass = "Misc";
 class effects: smallfire
 {
  class Light1
  {
   simulation = "light";
   type = "SmallFireLight";
  };
  class sound
  {
   simulation = "sound";
   type = "Fire";
  };
  class Fire1
  {
   simulation = "particles";
   type = "SmallFireF";
  };
  class Smoke1
  {
   simulation = "particles";
   type = "SmallFireS";
  };
 };
};
class Land_Fire_burning: Land_Fire
{
 accuracy = 1000;
 displayName = "$STR_MISC_FIRE_BURNING";
 class EventHandlers
 {
  init = "(_this select 0) inflame true";
 };
};
class Land_Campfire: Land_Fire
{
 model = "\Ca\misc3\Campfire";
 displayName = "$STR_MISC_CAMPFIRE";
};
class Land_Campfire_burning: Land_Campfire
{
 accuracy = 1000;
 displayName = "$STR_MISC_CAMPFIREBURN";
 class EventHandlers
 {
  init = "(_this select 0) inflame true";
 };
};

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#define private 0

#define protected 1

#define public 2

#define true 1

#define false 0

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

class CfgPatches {

class yourflame { units[] = {"YOURNAME of class "}; requiredAddons[] = {}; requiredVersion = 1.0; };

};

cfgVehicles {

class Land_Campfire;

class YOURNAME of class_Campfire: Land_Campfire

{

model = "YOURPATH TO P3D FILE";

displayName = "YOURNAME OF FIRE LIKE BARREL FIRE ETC.";

scope=2;

};

}; }; // end of cfgVechicles, second for end of addon config

or maybe # define Arma in begining to avoid all those #basic defines

Edited by vilas

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btw if you think ohnyste is problem than:

why you say George and John in the same way , while one is G and second is J ?

okay, but why the hell than you say Gravity, Graduate

it is G, why the hell it is not the same G as in George, Geography ?

so ohnyste is easy , much more easy than explaining why the hell J=G and G!=(is not equal) G

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I'm getting an error on PBOing it up...

Here's my cfg:

# define Arma

cfgVehicles {
class Land_Campfire;
class MESHmountedbrazier_Campfire: Land_Campfire
{
model = MESH_mountedbrazier\MESH_mountedbrazier.p3d;
displayName = mounted brazier;
scope=2;
};
}; };

and here's the error from the PBO log:

Preprocessor failed on file p:\mesh_mountedbrazier\data\config.cpp - error 7.
Error reading binary file 'p:\mesh_mountedbrazier\data\config.cpp'
Cannot register unknown string STR_STATE_HEALSOLDIER
Cannot register unknown string STR_STATE_FIRST_AID
Cannot register unknown string STR_UI_RADARRANGE

Cannot register unknown string STR_MSG_ADDON_UNKNOWN_PRODUCT
Cannot register unknown string STR_INCOMPATIBLE_LOAD_GAME_ATTEMPT
Warning: CfgVehicles missing in PreloadConfig - may slow down vehicle creation
Warning: CfgAmmo missing in PreloadConfig - may slow down vehicle creation
Warning: CfgNonAIVehicles missing in PreloadConfig - may slow down vehicle creation
Preprocessor failed on file p:\mesh_mountedbrazier\data\config.cpp - error 7.
Error 3 while parsing
Error in config p:\mesh_mountedbrazier\data\config.cpp
Preprocessor failed on file p:\mesh_mountedbrazier\data\config.cpp - error 7.
Error 3 while parsing
Error in config p:\mesh_mountedbrazier\data\config.cpp
<model = "p:\mesh_mountedbrazier\MESH_mountedbrazier.p3d">
Warning: p:\mesh_mountedbrazier\mesh_mountedbrazier.p3d:geometryFire Error while trying to generate ST for points: 1, 0, 20
Warning: p:\mesh_mountedbrazier\mesh_mountedbrazier.p3d:geometryFire Error while trying to generate ST for points: 1, 20, 21
Warning: p:\mesh_mountedbrazier\mesh_mountedbrazier.p3d:geometryFire Error while trying to generate ST for points: 2, 1, 21
Warning: p:\mesh_mountedbrazier\mesh_mountedb

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where is cfg patches in config ?

# define Arma is as far as i remember, better use whole those # basic defines

than when it will work look if arma can replace them all

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Holy s&*t , I have no idea what I'm doing.

#define private	 0
#define protected	 1
#define public	 2
#define true	1
#define false	0
#define TEast	 0
#define TWest	 1
#define TGuerrila	 2
#define TCivilian	 3
#define TSideUnknown	 4
#define TEnemy	 5
#define TFriendly	 6
#define TLogic	 7
class CfgPatches {
class marc { units[] = {marc}; requiredAddons[] = {}; requiredVersion = 1.0; };
};

cfgVehicles {
class Land_Campfire;
class YOURNAME of class_Campfire: Land_Campfire
{
model = MESH_mountedbrazier/MESH_mountedbrazier.p3d;
displayName = mounted brazier;
scope=2;
};
}; };

File p:\mesh_mountedbrazier\data\config.cpp, line 5: '.cfgVehicles': '{' encountered instead of '='
Config : some input after EndOfFile.
Error reading binary file 'p:\mesh_mountedbrazier\data\config.cpp'
Cannot register unknown string STR_STATE_HEALSOLDIER
Cannot register unknown string STR_STATE_FIRST_AID
Cannot register unknown string STR_UI_RADARRANGE
Cannot register unknown string STR_ACTION_LAUNCHCM
Cannot register unknown string STR_ACTION_NEXTCM
Cannot register unknown string STR_USRACT_ACTION_CONTEXT
Cannot register unknown string STR_USRACT_OPTICS_MODE
Cannot register unknown string STR_USRACT_ZEROING_UP
Cannot register unknown string STR_USRACT_ZEROING_DOWN
Cannot register unknown string STR_USRACT_NETWORK_DS_INTERFACE
Cannot register unknown string STR_USRACT_BULD_TERRAIN_RAISE_10CM
Cannot register unknown string STR_USRACT_BULD_TERRAIN_LOWER_10CM
Cannot register unknown string STR_USRACT_BULD_TERRAIN_RAISE_50CM
Cannot register unknown string STR_USRACT_BULD_TERRAIN_LOWER_50CM
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_0
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_1
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_2
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_3
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_4
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_5
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_6
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_7
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_8
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_9
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_10
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_11
Cannot register unknown string STR_DISP_LEFT
Cannot register unknown string STR_DIFF_CAMERA_SHAKE
Cannot register unknown string STR_FREETRACK
Cannot register unknown string STR_ADDON_ACTIONS_INSTALL_CORE
Cannot register unknown string STR_ADDON_ACTIONS_INSTALL_MOD
Cannot register unknown string STR_ADDON_ACTIONS_PLAY_MISSION
Cannot register unknown string STR_ADDON_ACTIONS_TRY_ENTITY
Cannot register unknown string STR_ADDON_ACTIONS_TRY_WEAPON
Cannot register unknown string STR_MSG_ADDON_NOT_FOUND
Cannot register unknown string STR_MSG_ADDON_CANNOT_OPEN
Cannot register unknown string STR_MSG_ADDON_UNKNOWN_PRODUCT
Cannot register unknown string STR_INCOMPATIBLE_LOAD_GAME_ATTEMPT
Warning: CfgVehicles missing in PreloadConfig - may slow down vehicle creation
Warning: CfgAmmo missing in PreloadConfig - may slow down vehicle creation
Warning: CfgNonAIVehicles missing in PreloadConfig - may slow down vehicle creation
Error context class Land_Campfire;
File p:\mesh_mountedbrazier\data\config.cpp, line 5: '.cfgVehicles': '{' encountered instead of '='
Config : some input after EndOfFile.
Error 3 while parsing
Error in config p:\mesh_mountedbrazier\data\config.cpp
Error context class Land_Campfire;
File p:\mesh_mountedbrazier\data\config.cpp, line 5: '.cfgVehicles': '{' encountered instead of '='
Config : some input after EndOfFile.
Error 3 while parsing
Error in config p:\mesh_mountedbrazier\data\config.cpp
Creating texture headers file...
4 texture headers saved to file "P:\BIN_TEMP\mesh_mountedbrazier\texHeaders.bin"
w:\C_branch\Poseidon\Arrowhead\El\FileServer\fileServer.cpp(2513) : Assertion failed 'req->RefCounter()==1'

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class cfgVehicles,

add class at the begining , i forget about it, of course every time we have to write class at begining , like class cfgAmmo, class cfgWeapons etc.

and NO SPACES in classnames allowed, you typed my example to put your desired name

it cannot be class my addon

but class my_addon, class my1addon, class MyAddon never use space in anything except displayname ,

every class opened with class something { must be closed by };

every line must end with ; like displayname =....; whatever=....;

class CfgPatches {

class marc { units[] = {Marc_flame}; requiredAddons[] = {}; requiredVersion = 1.0; };

};

class cfgVehicles {

class Land_Campfire;

class Marc_flame: Land_Campfire

{

model = MESH_mountedbrazier/MESH_mountedbrazier.p3d;

displayName = "mounted brazier";

scope=2;

};

}; };

Edited by vilas

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just wondering. do I need a model.cfg file for this to work too?

I have a little point called "ohniste" in the named selections, but does it need to be with a model.cfg for the fire to work?

As it is, I can see and place my fire barrel, but it says "cannot load file: MESH_mountedbrazier/MESH_mountedbrazier.p3d"

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it is Prof.

Also, I DON'T need a model.cfg no?

Annoying, I can place and see icon on map for my object, but at last second of loading map up, "cannot load object blah blah my object.."..?

UPDATE; sorted it not loading object, f&*&(g typo as of my Asian keyboard.

Now, I'm going to go read and reread that CFG about 50 times to get it into my head...

Edited by meanmachine1

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for 99% you do not need model.cfg as there is no moving parts or changing skins (grey barrel, black barrel, rusty barrel, green barrel)

sorted, so means not problem now and it was due to keyboard malfunction and all works okay >?

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Hi man,

yes, barrel can be "light fire" now which is cool.

I moved the memory lod point upwards, as the fire was starting on the floor (Like a camp fire on the ground), and I want it to start where the point is, at the top of the barrel but it doesnt effect it by moving the memoryLOD?

So, I@m digging around in the ca/misc3 cfg folder try try to see if there's a class for fires from a barrel- so far I don't know:

  };
  class Smoke1
  {
   simulation = "particles";
   type = "SmallFireS";
  };
 };
};
class Land_Fire_burning: Land_Fire
{
 accuracy = 1000;
 displayName = "$STR_MISC_FIRE_BURNING";
 class EventHandlers
 {
  init = "(_this select 0) inflame true";
 };
};
class Land_Campfire: Land_Fire
{
 model = "\Ca\misc3\Campfire";
 displayName = "$STR_MISC_CAMPFIRE";
};
class Land_Campfire_burning: Land_Campfire
{
 accuracy = 1000;
 displayName = "$STR_MISC_CAMPFIREBURN";
 class EventHandlers
 {
  init = "(_this select 0) inflame true";
 };
};
class Land_Fire_barrel: Land_Fire
{
 model = "\ca\misc\Barel7";
 icon = "\Ca\misc\data\icons\i_beczka_CA.paa";
 displayName = "$STR_MISC_FIRE_BARREL";
 destrType = "DestructEngine";
};
class Land_Fire_barrel_burning: Land_Fire_barrel
{
 accuracy = 1000;
 displayName = "$STR_MISC_FIRE_BARREL_BURNING";
 class EventHandlers
 {
  init = "(_this select 0) inflame true";
 };
};
class Misc_TyreHeap: Land_Fire
{
 scope = 2;
 vehicleClass = "Misc";
 model = "\ca\misc\Misc_TyreHeap";
 icon = "\Ca\Misc3\Data\Icons\icomap_tyreHeap_CA.paa";
 mapSize = 2;
 displayName = "$STR_DN_TYREHEAP";

By the way, where is there a list of all things like:

Land_Campfire

etc?

I found this:

http://www.armatechsquad.com/ArmA2Class151656165165341654165165165165f/A2/Objects/Objects/#document

Edited by meanmachine1

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weird bug indeed, maybe it is next hardcoded thing ?

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yes, tbh, I wouldn't be surprised it if was hard coded- a shame though as it looks like it's a fuel fire instead of a controlled little brazier fire at the top...

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I just created another campfire, used EXACTLY the same process and RVMAT/CFG etc and changed the names and paths.

But, I cannot get the option to LIGHT FIRE ingame..?

My single point is in the MEMORYLOD and is called "ohniste".

Is there something else that needs doing?

Here is the CGF that works for the other object:

class cfgPatches
{
  class MESH_mountedbrazier
  {
    units[]={MESH_mountedbrazier};
    weapons[]={};
    requiredVersion=1.5;
    requiredAddons[]={CaBuildings}; // to use bis stuff
  };
};

class CfgVehicles
{
  class Land_Fire_barrel; // from bis
  class MESH_mountedbrazier:Land_Fire_barrel
  {
     displayname="MESH_mountedbrazier";
     scope=2; // see it in the editor
     destrType = "DestructNo";
     vehicleClass=MESH_mountedbrazier;
     model=MESH_mountedbrazier\MESH_mountedbrazier.p3d;
  };
};
class CfgVehicleClasses
{
   class MESH_mountedbrazier{DisplayName="mounted brazier";};
};

I can't figure out what little piece of magic I'm missing lol...

EDIT UPDATE: I am getting the "LIGHT FIRE" option now for a split second, very quickly appearing then disappearing..? Is there a reason that this would happen, like Memorylod point is to high/low etc..?

EDIT UPDATE! I have lit it now, but it can only give the light fire option from a tiny angle of a certain side..?

I think it's something to do with the GEOLOD, as I made GEOLOD bigger, and put it under the entire object- this had the effect of making the object "float", but was easy to light fire option..? Are there any guidelines for using the "ohniste" point then anyone, as it seems there are rules of a sort that must be obeyed..! ;)

---------- Post added at 06:48 PM ---------- Previous post was at 06:05 PM ----------

FIXED..!

FYI, it would appear that the MEMORYLOD point (named selection= ohniste) has to be INSIDE the GEOLOD...

Edited by meanmachine1

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