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dinoboy123

Buildings Not Working Properly In Game, not linked to Config.cpp File

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Hey guys, I've been working on getting my bridge to work properly off and on for the last few months, while working on my upcoming map. The one issue that keeps bugging me is the fact that the bridge i made in oxygen refuses to function as specified in the config. INstead, it acts as the default value of a tree, turning over sideways when hit by large trucks, when it should be indestructable. I have tried many configs some from scratch, and out of desperation some templates from other custom buildings that seem to work fine in game. I'll post some example configs i've tried below.

To me, it just seems that the config and the model refuse to be connected to one another. THe model geometry works fine, since you can walk across it, shoot it etc. But any property specified in the config such as map icon, armor etc refuses to exist in game

ANY advice is GREATLY appreciated since i've spent many hours editing the config, file structure etc and seeing no result ingame.

PS Is there a step in Oxygen that specifies which config to use?

I also noticed that buildings that do not specify a map icon in the config still have one in game, yet my buildings do not regardless of the config. This leads me to believe that there is a step needed in oxygen or visitor 3 that i am missing...

Failed attempts at having my bridge acting as indestructable object that functions as a house (rather than a default tree value)



#define _ARMA_

class CfgPatches
{

class Andy_Bridge
{
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {};
};
};
class CfgVehicles
{
class House;
class LAND_Andy_Bridge1: House

{
	model = "\andy_bridge\Land_al_bridge.p3d";
	armor = 1320;
	icon = "iconStaticObject";
	simulation = "road";
	scope = 1;
	destrType = "DestructBuilding";
	accuracy = 0.2;
};


};


#define _ARMA_

//Class rth_wind_turbines : config.bin{
class CfgPatches
{
class 1al_bridge
{
	units[] = {"1al_bridge1"};
	weapons[] = {};
	requiredVersion = 1;
	requiredAddons[] = {"CABuildings"};
};
};
class CfgVehicles
{
class House;
class 1al_bridge1: House
{
	model = "\1al_bridge\vetrak1al.p3d";
	armor = 55555555500000;
	scope = 1;
	accuracy = 0.2;
};

};

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try

class House;

class LAND_Andy_Bridge1: House

but name p3d Andy_Bridge1

so

class CfgPatches

{

class 1al_bridge

{

units[] = {"1al_bridge1"};

weapons[] = {};

requiredVersion = 1;

requiredAddons[] = {"CABuildings"};

};

};

class CfgVehicles

{

class House;

class LAND_Andy_Bridge1: House

{

model = "\1al_bridge\Andy_Bridge1l.p3d";

armor = 10000;

scope = 1;

accuracy = 0.2;

destrType = "DestructNo";//try destrType = "DestructBuilding"; if some effects are disabled

};

};

class and p3d should be same but the LAND is for ngine to recognise its placed in visitor not Editor (mainly)

In config in gemoetry lod add property Class Building (could be House not remembering well)

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try

class House;

class LAND_Andy_Bridge1: House

but name p3d Andy_Bridge1

so

class and p3d should be same but the LAND is for ngine to recognise its placed in visitor not Editor (mainly)

In config in gemoetry lod add property Class Building (could be House not remembering well)

So define in the config that my structure is a building? I assumed defining it as a house was sufficient. Either way I'll try fixing the class and p3d names, hopefully thats the issue!

Thanks!

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