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dinoboy123

Building config being recognized inGame

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I originally posted this in the modeling section, however, i realized this is more of a config issue. I'm currently working on a bridge for my custom map. I'm able to place it in visitor 3 and interact with it in game fine. However, despite the config i created for it, it refuses to change its strength, damage, or icon on the map. I assume the game is assiging a default value of a tree, since if i hit it with a large vehicle with a ural, it will turn over on its side. When, u crash into it it also makes the same sound effects as a tree.

I'm confused as to why my config isnt doing its job,as it is placed within the addon and refers to p3d being used in visitor. Anybody faced this issue before?

Thanks for any input!

-Andrew

Here is my uber simple config, that refuses to increase the armor value or add an icon to the map


////////////////////////////////////////////////////////////////////
//DeRap: Produced from mikero's Dos Tools Dll version 3.97
//http://dev-heaven.net/projects/list_files/mikero-pbodll
////////////////////////////////////////////////////////////////////

#define _ARMA_

class CfgPatches
{

class Andy_Bridge
{
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {};
};
};
class CfgVehicles
{
class HouseBase;
class House: HouseBase

	{
	class DestructionEffects;
};

class Andy_Bridge: House

{
	model = "\andy_bridge\bridge_redo.p3d";
	armor = 1320;
	icon = "iconStaticObject";
	simulation = "road";
	scope = 1;
	destrType = "DestructBuilding";
	damageResistance = 0.004;
};


};

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You use simulation road, that cant work properly and your config is not suitable for visitor, you need to add the land tag to the config class name . and dont overwrite orignial classes (house) within your config. better make your own ones always.

For example take always alook at original configs and how its done and you can better understand what your doing.

//Class structures_f : Bridges\config.bin{
class CfgPatches
{
class A3_Structures_F_Bridges
{
	units[] = {"Land_Bridge_01_F"};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"A3_Structures_F"};
};
};
class CfgVehicles
{
class Building;
class Land_Bridge_01_F: Building
{
	mapSize = 43.23;
	_generalMacro = "Land_Bridge_01_F";
	scope = 1;
	displayName = "Bridge";
	model = "\A3\Structures_F\Bridges\Bridge_01_F.p3d";
	destrType = "DestructNo";
	simulation = "house";
	armor = 50;
	class Destruction
	{
		animations[] = {};
	};
};
};
//};

Edited by Atsche

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thanks for the help! I re-edited my config but I still get the same result in game. I was wondering if there was a step involved in oxygen 2 to connect the model with the config before it gets put in place in visitor 3.


#define _ARMA_

//Class Roads2 : bridge\config.bin{
class CfgPatches
{
class Land_al_bridge
{
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"CARoads2"};
};
};
class CfgVehicles
{
class HouseBase;
class al_House: HouseBase
{
	class DestructionEffects;
};
class Land_al_bridge:al_House
{
	scope = 1;
	model = "\bridge\al_bridge.p3d";
	simulation = "house";
	armor = 650;
	class Destruction
	{
		animations[] = {};

	};
};
};

//};

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