meshcarver 12 Posted February 7, 2013 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... Share this post Link to post Share on other sites
ProfTournesol 956 Posted February 7, 2013 Hi, that should be easy, just add a memory point called "ohniste" at the area of fire, and inherit configwise from the vanilla campfire. Share this post Link to post Share on other sites
meshcarver 12 Posted February 7, 2013 Thanks very much, I'll give that a go. Out of interest Prof, what the hell is a "Ohniste"? ;) Share this post Link to post Share on other sites
vilas 478 Posted February 7, 2013 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 Share this post Link to post Share on other sites
ProfTournesol 956 Posted February 7, 2013 Ohniste is the czech word for fire, so they called the memory point the same way. Share this post Link to post Share on other sites
vilas 478 Posted February 7, 2013 not fire itself, fire is ohen, Polish ogien, Russian o'goń, ohnyste is ognisko - place of fire , fireplace Share this post Link to post Share on other sites
ProfTournesol 956 Posted February 7, 2013 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 ;) Share this post Link to post Share on other sites
meshcarver 12 Posted February 7, 2013 ...that's pretty interesting tbh, although I can see it being problematic lol..! Share this post Link to post Share on other sites
vilas 478 Posted February 7, 2013 (edited) 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 February 7, 2013 by vilas Share this post Link to post Share on other sites
meshcarver 12 Posted February 7, 2013 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"; }; }; Share this post Link to post Share on other sites
vilas 478 Posted February 7, 2013 (edited) #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 February 7, 2013 by vilas Share this post Link to post Share on other sites
meshcarver 12 Posted February 7, 2013 ..outstanding, thanks so much Vilas. Share this post Link to post Share on other sites
vilas 478 Posted February 7, 2013 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 Share this post Link to post Share on other sites
meshcarver 12 Posted February 7, 2013 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 Share this post Link to post Share on other sites
vilas 478 Posted February 7, 2013 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 Share this post Link to post Share on other sites
meshcarver 12 Posted February 7, 2013 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' Share this post Link to post Share on other sites
vilas 478 Posted February 7, 2013 (edited) 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 February 7, 2013 by vilas Share this post Link to post Share on other sites
meshcarver 12 Posted February 7, 2013 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" Share this post Link to post Share on other sites
ProfTournesol 956 Posted February 7, 2013 The point must be in the memory LOD. Share this post Link to post Share on other sites
meshcarver 12 Posted February 7, 2013 (edited) 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 February 7, 2013 by meanmachine1 Share this post Link to post Share on other sites
vilas 478 Posted February 7, 2013 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 >? Share this post Link to post Share on other sites
meshcarver 12 Posted February 7, 2013 (edited) 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 February 7, 2013 by meanmachine1 Share this post Link to post Share on other sites
vilas 478 Posted February 7, 2013 weird bug indeed, maybe it is next hardcoded thing ? Share this post Link to post Share on other sites
meshcarver 12 Posted February 7, 2013 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... Share this post Link to post Share on other sites
meshcarver 12 Posted February 9, 2013 (edited) 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 February 9, 2013 by meanmachine1 Share this post Link to post Share on other sites