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Vcz

How to import arma 2 buildings&objects into arma 3 map properly ?

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Hey guy's.

I got a question about importing arma 2 buildings an object into an arma 3 map.

I have imported "Land_rails_bridge_40" from the arma licensed data pack with movefolder tool from mikero.

I read a lot about crunch from .p3d, but i didn't find this option. So i have crunch from config.

It work well and it import everything the .p3d need to work properly into a new folder.

Then i place this object with TB, as you can see it work well :

433043Sanstitrel18.jpg

But ingame the building/object doe'snt work, we can see it in the ingame map but not ingame :

2678482014121000001.jpg

2003162014121000002.jpg

Here is my question, how importing stuff like objects and buildings from this licensed data pack to my arma 3 map?

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Did you pack it and launch it as an addon?

Of course. ;)

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Maybe it's a config error? And was there anything in the RPT logs?

I've been scratching my head on how to get those classless rails objects to show in-game which is somewhat related to this maybe.

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Did you use pboProject?

Any error in the rpt?

Yes i compile my addons with pboproject up to date.

Not any error in the .rpt logs.

Just a pop up error at the loading screen. something like "no cfgpatches in bin/config.bin ".

here my config.cpp :

////////////////////////////////////////////////////////////////////
//DeRap: Produced from mikero's Dos Tools Dll version 4.87
//Wed Dec 10 18:08:38 2014 : Source 'file' date Wed Dec 10 18:08:38 2014
//http://dev-heaven.net/projects/list_files/mikero-pbodll
////////////////////////////////////////////////////////////////////

#define _ARMA_

//Class P:\vcz\vcz_object\config.bin{
class CfgPatches
{
class CAStructures_Railway
{
	units[] = {"Land_rails_bridge_40"};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"CAData","CAStructures","CABuildings","CABuildings2"};
};
};
class CfgVehicles
{
class HouseBase;
class House: HouseBase
{
	class DestructionEffects;
};
class Ruins;
class Land_rails_bridge_40: House
{
	model = "\vcz\vcz_object\rails_bridge_40.p3d";
	scope = 1;
	armor = 150;
};
};
//};

I did not touch anything. I know the "requiredAddons[] = {"CAData","CAStructures","CABuildings","CABuildings2"};" call for unexisting files.

I have try to make this empty like "requiredAddons[] = {};" but i can't compile it with pboproject like that.

dos log :

Building entries:...

config.cpp In File vcz\vcz_object\config.cpp: Line 35 config.cpp has externs but no RequiredAddons

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I opened the p3d in object builder and I think it's referencing another model: \Ca\Structures\Rail\Railway\Data\rails_bridge_rail.001. It's the rails on the bridge. However, I have zero experience in getting objects into Arma and I don't even know if pboProject throws an error because of that but it might be worth looking into.

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I opened the p3d in object builder and I think it's referencing another model: \Ca\Structures\Rail\Railway\Data\rails_bridge_rail.001. It's the rails on the bridge. However, I have zero experience in getting objects into Arma and I don't even know if pboProject throws an error because of that but it might be worth looking into.

Yes there is an another small part for this bridge, but i don't think i can throw any problem. It is nice looking without it anyway.

RequireAddons should be "A3_Structures_F".

Yes thanks, it solve the compile problem. But the bridge still does'nt appear in game.

I have work a little bit on the config but it's still don't appear in game... :(

Here the new config :

#define _ARMA_
#include "basicdefines_A3.hpp"
#include "cfgPatches.hpp"
//Class P:\vcz\vcz_object\config.bin{

class CfgVehicles
{
	class House;			
	class House_F: House
	{
		class DestructionEffects;
	};
	class Ruins_F;
	class Land_rails_bridge_40: House_F			
	{
	scope = 1; 
	displayName = "Railway bridge"; 
	model = "\vcz\vcz_object\rails_bridge_40.p3d"; 
	armor = 800; 
	};
};
//};	

cfgPatches

class CfgPatches
{
class vcz_object
{
	units[] = {"Land_rails_bridge_40"}; 
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"A3_Data_F","A3_Structures_F","A3_Map_Bordeaux"}; 
};
};

I will download some maps to see how the guy(s) who made it make it.

=====================EDIT==================================

So i have download some maps, and the only one i find interesting with porting buildings & objects as stand alone addon was Bornholm.

Looking at the configs does not help me, everything seems okay in my config.

Here the config from bornholm object :

////////////////////////////////////////////////////////////////////
//DeRap: Produced from mikero's Dos Tools Dll version 4.74
//Wed Nov 26 18:49:27 2014 : Source 'file' date Wed Nov 26 18:49:27 2014
//http://dev-heaven.net/projects/list_files/mikero-pbodll
////////////////////////////////////////////////////////////////////

#define _ARMA_

//Class BornholmObjects : config.bin{
class CfgPatches
{
class bornholmobjects
{
	units[] = {"Land_bo_A_GeneralStore_01","Land_bo_A_TVTower_Base","Land_bo_Barn_W_01","Land_bo_Barn_W_02","Land_bo_bouda3","Land_bo_BusStop","Land_bo_citysign","Land_bo_citySign_Allinge","Land_bo_citySign_arnager","Land_bo_citySign_balka","Land_bo_citySign_Gudhjem","Land_bo_citySign_Hasle","Land_bo_citySign_Klemensker","Land_bo_citySign_listed","Land_bo_citySign_lobbaek","Land_bo_citySign_moellevangen","Land_bo_citySign_nexoe","Land_bo_citySign_nyker","Land_bo_citySign_nylars","Land_bo_citySign_oesterlars","Land_bo_citySign_oestermarie","Land_bo_citySign_olsker","Land_bo_citySign_roe","Land_bo_citySign_roenne","Land_bo_citySign_rutsker","Land_bo_citySign_snogbaek","Land_bo_citySign_sorthat","Land_bo_citySign_svaneke","Land_bo_citySign_tejn","Land_bo_citySign_vang","Land_bo_citySign_vestermarie","Land_bo_citySign_aakirkeby","Land_bo_citySign_aarsballe","Land_bo_citySign_aarsdale","Land_bo_Deutshe","Land_bo_Deutshe_mini","Land_bo_domek_rosa","Land_bo_Dum_m2","Land_bo_Dum_mesto","Land_bo_Dum_mesto2","Land_bo_Dum_mesto2L","Land_bo_Dum_mesto3","Land_bo_dum_olezlina","Land_bo_dum_rasovna","Land_bo_Dumruina_mini","Land_bo_Farm_Cowshed_a","Land_bo_Farm_Cowshed_b","Land_bo_Farm_Cowshed_c","Land_bo_Hlidac_budka","Land_bo_HouseB_Tenement","Land_bo_HouseBlock_A1_1","Land_bo_HouseBlock_A3","Land_bo_HouseBlock_B2","Land_bo_HouseBlock_B3","Land_bo_HouseBlock_B4","Land_bo_HouseBlock_B5","Land_bo_HouseBlock_B6","Land_bo_HouseV_1I1","Land_bo_HouseV_1I3","Land_bo_HouseV_1I4","Land_bo_HouseV_1L1","Land_bo_HouseV_1L2","Land_bo_HouseV_1T","Land_bo_HouseV_2I","Land_bo_HouseV_2T1","Land_bo_HouseV_2T2","Land_bo_HouseV_3I2","Land_bo_HouseV_3I3","Land_bo_HouseV_3I4","Land_bo_HouseV2_01A","Land_bo_HouseV2_02_Interier","Land_bo_HouseV2_04","Land_bo_HouseV2_04_Interier","Land_bo_hut06","Land_bo_Ind_SawMill","Land_bo_Ind_Timbers","Land_bo_Ind_Stack_Big","Land_bo_Misc_ChickenCoop","Land_bo_misc_deerstand","Land_bo_Misc_Greenhouse","Land_bo_Misc_Hutch","Land_bo_Molo_drevo_bs","Land_bo_Nasypka","Land_bo_Panelak","Land_bo_Panelak2","Land_bo_pumpa","Land_bo_ramp_concrete","Land_bo_Sara_domek_sedy","Land_bo_seno_balik","Land_bo_Shed_Ind02","Land_bo_Shed_M01","Land_bo_Shed_M03","Land_bo_Shed_W01","Land_bo_Shed_W02","Land_bo_Shed_W03","Land_bo_Shed_W4","Land_bo_Shed_wooden","Land_bo_sign_donateorviking","Land_bo_sign_velkommen","Land_bo_stanek_3","Land_bo_stanice","Land_bo_stodola_old_open","Land_bo_stodola_open","Land_bo_vysilac_FM","Land_bo_Wall_L5_10m_EP1","Land_bo_Wall_Tin_4","Land_bo_Wall_Wood2_5"};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"Bornholm"};
	magazines[] = {};
	ammo[] = {};
};
};
class CfgAddons
{
class clan_sign_tutorial
{
	list[] = {"Land_praa_maize_crop","Land_wheat_green","bo_citysign","Land_bo_A_Castle_Bergfrit","Land_bo_A_Castle_Wall1_20","Land_bo_A_Castle_Wall1_corner_2","Land_bo_A_Castle_Wall1_End_2","Land_bo_A_Castle_Wall2_End","Land_bo_A_Castle_WallS_10","Land_bo_A_GeneralStore_01","Land_bo_A_Office01","Land_bo_A_TVTower_Base","Land_bo_A_TVTower_Mid","Land_bo_A_TVTower_Top","Land_bo_Barn_W_01","Land_bo_Barn_W_02","Land_bo_bouda3","Land_bo_BusStop","Land_bo_Deutshe","Land_bo_Deutshe_mini","Land_bo_Dum_m2","Land_bo_Dum_mesto","Land_bo_Dum_mesto2","Land_bo_Dum_mesto2L","Land_bo_Dum_mesto3","Land_bo_dum_olezlina","Land_bo_dum_rasovna","Land_bo_Dumruina_mini","Land_bo_Hlidac_budka","Land_bo_HouseBlock_A1:1","Land_bo_HouseBlock_A3","Land_bo_HouseBlock_B2","Land_bo_HouseBlock_B3","Land_bo_HouseBlock_B4","Land_bo_HouseBlock_B5","Land_bo_HouseBlock_B6","Land_bo_HouseV_1I1","Land_bo_HouseV_1I3","Land_bo_HouseV_1I4","Land_bo_HouseV_1L1","Land_bo_HouseV_1L2","Land_bo_HouseV_1T","Land_bo_HouseV_2I","Land_bo_HouseV_2T1","Land_bo_HouseV_2T2","Land_bo_HouseV_3I2","Land_bo_HouseV_3I3","Land_bo_HouseV_3I4","Land_bo_HouseV2_01A","Land_bo_HouseV2_02_Interier","Land_bo_HouseV2_04","Land_bo_HouseV2_04_Interier","Land_bo_hut06","Land_bo_Ind_SawMill","Land_bo_Ind_Stack_Big","Land_bo_Misc_ChickenCoop","Land_bo_misc_deerstand","Land_bo_Misc_Greenhouse","Land_bo_Misc_Hutch","Land_bo_Molo_drevo_bs","Land_bo_Nasypka","Land_bo_Panelak","Land_bo_Panelak2","Land_bo_pumpa","Land_bo_ramp_concrete","Land_bo_Sara_domek_sedy","Land_bo_seno_balik","Land_bo_Shed_Ind02","Land_bo_Shed_M01","Land_bo_Shed_M03","Land_bo_Shed_W01","Land_bo_Shed_W02","Land_bo_Shed_W03","Land_bo_Shed_W4","Land_bo_Shed_wooden","Land_bo_stanek_3","Land_bo_stanice","Land_bo_stodola_old_open","Land_bo_stodola_open","Land_bo_vysilac_FM","Land_bo_Wall_L5_10m_EP1","Land_bo_Wall_Tin_4","Land_bo_Wall_Wood2_5","Land_bo_praa_wheat1_M","Land_bo_praa_wheat3_M","Land_bo_praa_wheat4_M","Land_bo_Farm_Cowshed_a","Land_bo_Farm_Cowshed_b","Land_bo_Farm_Cowshed_c","Land_bo_citysign","Land_bo_citySign_arnager","Land_bo_citySign_balka","Land_bo_citySign_Gudhjem","Land_bo_citySign_Hasle","Land_bo_citySign_Klemensker","Land_bo_citySign_listed","Land_bo_citySign_lobbaek","Land_bo_citySign_moellevangen","Land_bo_citySign_nexoe","Land_bo_citySign_nyker","Land_bo_citySign_nylars","Land_bo_citySign_oesterlars","Land_bo_citySign_oestermarie","Land_bo_citySign_olsker","Land_bo_citySign_roe","Land_bo_citySign_roenne","Land_bo_citySign_rutsker","Land_bo_citySign_snogbaek","Land_bo_citySign_sorthat","Land_bo_citySign_svaneke","Land_bo_citySign_tejn","Land_bo_citySign_vang","Land_bo_citySign_vestermarie","Land_bo_citySign_aakirkeby","Land_bo_citySign_Aarsballe","Land_bo_citySign_Aarsdale","Land_HouseB_Tenement","Land_bo_sign_donateorviking","Land_bo_sign_velkommen","Land_bo_ind_timbers","bo_domek_rosa"};
};
};
class CfgVehicleClasses
{
class bornholmobjects
{
	displayName = "Bornholm Objects";
};
};
class CfgVehicles
{
class House;
class Ruins_F;
class Sign_F;
class ladder: House
{
	class DestructionEffects{};
	model = "\es\bornholmobjects\Data\Proxy\ladder";
	ladders[] = {{ "start","end" }};
};
class LadderLong: House
{
	class DestructionEffects{};
	model = "\es\bornholmobjects\Data\Proxy\LadderLong";
	ladders[] = {{ "start","end" }};
};
class Land_bo_A_Castle_Bergfrit: House
{
	model = "\es\bornholmobjects\bo_A_Castle_Bergfrit";
	scope = 0;
	armor = 800;
	featureSize = 30;
};
class Land_bo_A_Castle_Wall1_20: House
{
	model = "\es\bornholmobjects\bo_A_Castle_Wall1_20";
	scope = 0;
	armor = 800;
	featureSize = 30;
};
class Land_bo_A_Castle_Wall1_corner_2: House
{
	model = "\es\bornholmobjects\bo_A_Castle_Wall1_corner_2";
	scope = 0;
	armor = 800;
	featureSize = 30;
};
class Land_bo_A_Castle_Wall1_End_2: House
{
	model = "\es\bornholmobjects\bo_A_Castle_Wall1_End_2";
	scope = 0;
	armor = 800;
	featureSize = 30;
};
class Land_bo_A_Castle_Wall2_End: House
{
	model = "\es\bornholmobjects\bo_A_Castle_Wall2_End";
	scope = 0;
	armor = 800;
	featureSize = 30;
};
class Land_bo_A_Castle_WallS_10: House
{
	model = "\es\bornholmobjects\bo_A_Castle_WallS_10";
	scope = 0;
	armor = 800;
	featureSize = 30;
};
class Land_bo_A_GeneralStore_01: House
{
	scope = 1;
	armor = 700;
	animated = 1;
	displayName = "Store";
	model = "\es\bornholmobjects\Bo_A_GeneralStore_01";
	class AnimationSources
	{
		class dvere1
		{
			animPeriod = 1;
			initPhase = 1;
		};
		class dvere2
		{
			animPeriod = 1;
			initPhase = 1;
		};
		class dvere3
		{
			animPeriod = 1;
			initPhase = 1;
		};
		class dvere4
		{
			animPeriod = 1;
			initPhase = 0;
		};
		class dvere5
		{
			animPeriod = 1;
			initPhase = 0;
		};
		class dvere6
		{
			animPeriod = 1;
			initPhase = 0;
		};
		class dvere7
		{
			animPeriod = 1;
			initPhase = 1;
		};
		class dvere8
		{
			animPeriod = 1;
			initPhase = 0;
		};
		class dvere9
		{
			animPeriod = 1;
			initPhase = 0;
		};
		class dvere10
		{
			animPeriod = 1;
			initPhase = 0;
		};
	};
	class UserActions
	{
		class OpenDoors1
		{
			displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "osa_dvere1";
			priority = 0.4;
			radius = 3;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'dvere1') < 0.5)";
			statement = "(this animate ['dvere1', 1]) && (this animate ['dvere2', 1])";
		};
		class CloseDoors1
		{
			displayNameDefault = "Close door";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "osa_dvere1";
			priority = 0.4;
			radius = 3;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'dvere1') >= 0.5)";
			statement = "(this animate ['dvere1', 0]) && (this animate ['dvere2', 0])";
		};
		class OpenDoors3
		{
			displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "osa_dvere3";
			priority = 0.4;
			radius = 3;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'dvere3') < 0.5)";
			statement = "(this animate ['dvere3', 1]) && (this animate ['dvere4', 1])";
		};
		class CloseDoors3
		{
			displayNameDefault = "Close door";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "osa_dvere3";
			priority = 0.4;
			radius = 3;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'dvere3') >= 0.5)";
			statement = "(this animate ['dvere3', 0]) && (this animate ['dvere4', 0])";
		};
		class OpenDoors5
		{
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "osa_dvere5";
			priority = 0.4;
			radius = 3;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'dvere5') < 0.5)";
			statement = "(this animate ['dvere5', 1]) && (this animate ['dvere6', 1])";
		};
		class CloseDoors5
		{
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "osa_dvere5";
			priority = 0.4;
			radius = 3;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'dvere5') >= 0.5)";
			statement = "(this animate ['dvere5', 0]) && (this animate ['dvere6', 0])";
		};
		class OpenDoors7
		{
			displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "osa_dvere7";
			priority = 0.4;
			radius = 3;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'dvere7') < 0.5)";
			statement = "(this animate ['dvere7', 1]) && (this animate ['dvere8', 1])";
		};
		class CloseDoors7
		{
			displayNameDefault = "Close door";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "osa_dvere7";
			priority = 0.4;
			radius = 3;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'dvere7') >= 0.5)";
			statement = "(this animate ['dvere7', 0]) && (this animate ['dvere8', 0])";
		};
		class OpenDoors9
		{
			displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "osa_dvere9";
			priority = 0.4;
			radius = 3;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'dvere9') < 0.5)";
			statement = "(this animate ['dvere9', 1]) && (this animate ['dvere10', 1])";
		};
		class CloseDoors9
		{
			displayNameDefault = "Close door";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "osa_dvere9";
			priority = 0.4;
			radius = 3;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'dvere9') >= 0.5)";
			statement = "(this animate ['dvere9', 0]) && (this animate ['dvere10', 0])";
		};
	};
	actionBegin1 = "OpenDoors1";
	actionEnd1 = "OpenDoors1";
	actionBegin3 = "OpenDoors3";
	actionEnd3 = "OpenDoors3";
	actionBegin5 = "OpenDoors5";
	actionEnd5 = "OpenDoors5";
	actionBegin7 = "OpenDoors7";
	actionEnd7 = "OpenDoors7";
	actionBegin9 = "OpenDoors9";
	actionEnd9 = "OpenDoors9";
};
class Land_bo_A_Office01: House
{
	armor = 600;
	model = "\es\bornholmobjects\bo_A_Office01";
	displayName = "Office";
};
class Land_bo_A_TVTower_Base: House
{
	scope = 1;
	armor = 1000;
	destrType = "DestructNo";
	model = "\es\bornholmobjects\bo_A_TVTower_Base";
	displayName = "TV Tower";
	class AnimationSources
	{
		class dvere1
		{
			animPeriod = 1;
			initPhase = 1;
		};
		class dvere2
		{
			animPeriod = 1;
			initPhase = 1;
		};
	};
	ladders[] = {{ "start","end" }};
	class UserActions
	{
		class OpenDoors1
		{
			displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "dvere1_akce";
			priority = 0.4;
			radius = 3;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'Dvere1') < 0.5)";
			statement = "(this animate ['Dvere1', 1])";
		};
		class CloseDoors1
		{
			displayNameDefault = "Close door";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "dvere1_akce";
			priority = 0.4;
			radius = 3;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'Dvere1') >= 0.5)";
			statement = "(this animate ['Dvere1', 0])";
		};
		class OpenDoors2
		{
			displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "dvere2_akce";
			priority = 0.4;
			radius = 3;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'Dvere2') < 0.5)";
			statement = "(this animate ['Dvere2', 1])";
		};
		class CloseDoors2
		{
			displayNameDefault = "Close door";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "dvere2_akce";
			priority = 0.4;
			radius = 3;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'Dvere2') >= 0.5)";
			statement = "(this animate ['Dvere2', 0])";
		};
	};
	actionBegin1 = "OpenDoors1";
	actionEnd1 = "OpenDoors1";
	actionBegin2 = "OpenDoors2";
	actionEnd2 = "OpenDoors2";
	featureSize = 150;
};
class Land_bo_A_TVTower_Mid: House
{
	scope = 0;
	armor = 1000;
	destrType = "DestructNo";
	model = "\es\bornholmobjects\bo_A_TVTower_Mid";
	featureSize = 150;
	class MarkerLights
	{
		class RedStill
		{
			color[] = {1.0,0.1,0.1};
			ambient[] = {0.1,0.01,0.01};
			intensity = 800;
			name = "cerveny pozicni";
			blinking = 0;
			useFlare = 1;
			flareSize = 1.5;
			flareMaxDistance = 5000;
			activeLight = 0;
			dayLight = 1;
			drawLight = 0;
			class Attenuation
			{
				start = 0;
				constant = 2;
				linear = 10;
				quadratic = 20;
				hardLimitStart = 5;
				hardLimitEnd = 6;
			};
		};
	};
};
class Land_bo_A_TVTower_Top: House
{
	scope = 0;
	armor = 1000;
	destrType = "DestructNo";
	model = "\es\bornholmobjects\bo_A_TVTower_Top";
	featureSize = 150;
	class MarkerLights
	{
		class RedLight
		{
			color[] = {1.0,0.1,0.1};
			ambient[] = {0.1,0.01,0.01};
			intensity = 800;
			name = "lys1";
			blinking = 1;
			blinkingPattern[] = {2.0,1.0};
			blinkingStartsOn = 1;
			blinkingPatternGuarantee = 1;
			useFlare = 0;
			flareSize = 1.5;
			flareMaxDistance = 5000;
			activeLight = 1;
			dayLight = 1;
			drawLight = 0;
			class Attenuation
			{
				start = 0;
				constant = 2;
				linear = 10;
				quadratic = 20;
				hardLimitStart = 5;
				hardLimitEnd = 6;
			};
		};
	};
};
class Land_bo_Barn_W_01: House
{
	scope = 1;
	armor = 700;
	displayName = "Large barn";
	model = "\es\bornholmobjects\bo_Barn_W_01";
};
class Land_bo_Barn_W_02: House
{
	scope = 1;
	armor = 600;
	replaceDamaged = "";
	displayName = "Barn";
	model = "\es\bornholmobjects\bo_Barn_W_02";
};
class Land_bo_bouda3: House
{
	armor = 500;
	model = "\ES\BornholmObjects\bo_bouda3.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_BusStop: House
{
	armor = 500;
	model = "\ES\BornholmObjects\bo_BusStop.p3d";
	displayName = "Bus stop";
	scope = 1;
};
class Land_bo_citysign: Sign_F
{
	armor = 200;
	destrtype = "DestructWall";
	icon = "iconObject";
	mapsize = 0.7;
	scope = 1;
	displayName = "City Sign";
	accuracy = 0.2;
	vehicleClass = "bornholmobjects";
};
class Land_bo_citySign_Allinge: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_citySign_Allinge";
};
class Land_bo_citySign_arnager: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_citySign_arnager";
};
class Land_bo_citySign_balka: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_citySign_balka";
};
class Land_bo_citySign_Gudhjem: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_citySign_Gudhjem";
};
class Land_bo_citySign_Hasle: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_citySign_Hasle";
};
class Land_bo_citySign_Klemensker: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_citySign_Klemensker";
};
class Land_bo_citySign_listed: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_citySign_listed";
};
class Land_bo_citySign_lobbaek: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_citySign_lobbaek";
};
class Land_bo_citySign_moellevangen: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_citySign_moellevangen";
};
class Land_bo_citySign_nexoe: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_citySign_nexoe";
};
class Land_bo_citySign_nyker: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_citySign_nyker";
};
class Land_bo_citySign_nylars: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_citySign_nylars";
};
class Land_bo_citySign_oesterlars: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_citySign_oesterlars";
};
class Land_bo_citySign_oestermarie: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_citySign_oestermarie";
};
class Land_bo_citySign_olsker: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_citySign_olsker";
};
class Land_bo_citySign_roe: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_citySign_roe";
};
class Land_bo_citySign_roenne: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_citySign_roenne";
};
class Land_bo_citySign_rutsker: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_citySign_rutsker";
};
class Land_bo_citySign_snogbaek: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_citySign_snogbaek";
};
class Land_bo_citySign_sorthat: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_citySign_sorthat";
};
class Land_bo_citySign_svaneke: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_citySign_svaneke";
};
class Land_bo_citySign_tejn: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_citySign_tejn";
};
class Land_bo_citySign_vang: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_citySign_vang";
};
class Land_bo_citySign_vestermarie: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_citySign_vestermarie";
};
class Land_bo_citySign_aakirkeby: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_citySign_aakirkeby";
};
class Land_bo_citySign_aarsballe: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_citySign_aarsballe";
};
class Land_bo_citySign_aarsdale: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_citySign_aarsdale";
};
class Land_bo_Deutshe: House
{
	armor = 500;
	model = "\ES\BornholmObjects\bo_Deutshe.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_Deutshe_mini: House
{
	armor = 500;
	model = "\ES\BornholmObjects\bo_Deutshe_mini.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_domek_rosa: House
{
	armor = 500;
	model = "\ES\BornholmObjects\bo_domek_rosa.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_Dum_m2: House
{
	armor = 500;
	model = "\ES\BornholmObjects\bo_Dum_m2.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_Dum_mesto: House
{
	armor = 500;
	model = "\ES\BornholmObjects\bo_Dum_mesto.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_Dum_mesto2: House
{
	armor = 500;
	model = "\ES\BornholmObjects\bo_Dum_mesto2.p3d";
	displayName = "2st-House";
	animated = 1;
	scope = 1;
	class AnimationSources
	{
		class Dvere1
		{
			animPeriod = 1;
			initPhase = 0;
		};
		class Dvere2: Dvere1{};
		class Dvere3: Dvere1{};
		class Dvere4: Dvere1{};
	};
	class UserActions
	{
		class OpenDoors1
		{
			displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "osa_Dvere1";
			priority = 0.4;
			radius = 2;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'Dvere1') < 0.5)";
			statement = "(this animate ['Dvere1', 1])";
		};
		class CloseDoors1
		{
			displayNameDefault = "Close door";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "osa_Dvere1";
			priority = 0.4;
			radius = 2;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'Dvere1') >= 0.5)";
			statement = "(this animate ['Dvere1', 0])";
		};
		class OpenDoors2
		{
			displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "osa_Dvere2";
			priority = 0.4;
			radius = 2;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'Dvere2') < 0.5)";
			statement = "(this animate ['Dvere2', 0])";
		};
		class CloseDoors2
		{
			displayNameDefault = "Close door";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "osa_Dvere2";
			priority = 0.4;
			radius = 2;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'Dvere2') >= 0.5)";
			statement = "(this animate ['Dvere2', 0])";
		};
		class OpenDoors3
		{
			displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "osa_Dvere3";
			priority = 0.4;
			radius = 2;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'Dvere3') < 0.5)";
			statement = "(this animate ['Dvere3', 1])";
		};
		class CloseDoors3
		{
			displayNameDefault = "Close door";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "osa_Dvere3";
			priority = 0.4;
			radius = 2;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'Dvere3') >= 0.5)";
			statement = "(this animate ['Dvere3', 0])";
		};
		class OpenDoors4
		{
			displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "osa_Dvere4";
			priority = 0.4;
			radius = 2;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'Dvere4') < 0.5)";
			statement = "(this animate ['Dvere4', 1])";
		};
		class CloseDoors4
		{
			displayNameDefault = "Close door";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "osa_Dvere4";
			priority = 0.4;
			radius = 2;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'Dvere4') >= 0.5)";
			statement = "(this animate ['Dvere4', 0])";
		};
	};
	actionBegin1 = "OpenDoors1";
	actionEnd1 = "OpenDoors1";
	actionBegin2 = "OpenDoors2";
	actionEnd2 = "OpenDoors2";
	actionBegin3 = "OpenDoors3";
	actionEnd3 = "OpenDoors3";
	actionBegin4 = "OpenDoors4";
	actionEnd4 = "OpenDoors4";
};
class Land_bo_Dum_mesto2L: House
{
	armor = 500;
	model = "\ES\BornholmObjects\bo_Dum_mesto2L.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_Dum_mesto3: House
{
	armor = 500;
	model = "\ES\BornholmObjects\bo_Dum_mesto3.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_dum_olezlina: House
{
	armor = 300;
	model = "\ES\BornholmObjects\bo_dum_olezlina.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_dum_rasovna: House
{
	armor = 300;
	model = "\ES\BornholmObjects\bo_dum_rasovna.p3d";
	ladders[] = {{ "start","end" }};
	displayName = "House";
	scope = 1;
};
class Land_bo_Dumruina_mini: House
{
	armor = 300;
	model = "\ES\BornholmObjects\bo_Dumruina_mini.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_Farm_Cowshed_a: House
{
	scope = 1;
	armor = 600;
	displayName = "Cowshed";
	model = "\es\bornholmobjects\bo_Farm_Cowshed_a";
	class AnimationSources
	{
		class door01_a
		{
			animPeriod = 1;
			initPhase = 1;
		};
		class door01_b
		{
			animPeriod = 1;
			initPhase = 1;
		};
		class door02_a
		{
			animPeriod = 1;
			initPhase = 1;
		};
		class door02_b
		{
			animPeriod = 1;
			initPhase = 0;
		};
		class door03
		{
			animPeriod = 1;
			initPhase = 0;
		};
	};
	class UserActions
	{
		class OpenDoors1
		{
			displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "door01_a_axis";
			priority = 0.4;
			radius = 3;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'door01_a') >= 0.5)";
			statement = "(this animate ['door01_a', 0]) && (this animate ['door01_b', 0])";
		};
		class CloseDoors1
		{
			displayNameDefault = "Close door";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "door01_a_axis";
			priority = 0.4;
			radius = 3;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'door01_a') < 0.5)";
			statement = "(this animate ['door01_a', 1]) && (this animate ['door01_b', 1])";
		};
		class OpenDoors3
		{
			displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "door02_a_axis";
			radius = 3;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'door02_a') < 0.5)";
			statement = "(this animate ['door02_a', 1]) && (this animate ['door02_b', 1])";
		};
		class CloseDoors3
		{
			displayNameDefault = "Close door";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "door02_a_axis";
			radius = 3;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'door02_a') >= 0.5)";
			statement = "(this animate ['door02_a', 0]) && (this animate ['door02_b', 0])";
		};
		class OpenDoors5
		{
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "door03_axis";
			radius = 3;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'door03') < 0.5)";
			statement = "(this animate ['door03', 1]) && (this animate ['door03', 1])";
		};
		class CloseDoors5
		{
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "door03_axis";
			radius = 3;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'door03') >= 0.5)";
			statement = "(this animate ['door03', 0]) && (this animate ['door03', 0])";
		};
	};
	actionBegin1 = "OpenDoors1";
	actionEnd1 = "OpenDoors1";
	actionBegin3 = "OpenDoors3";
	actionEnd3 = "OpenDoors3";
	actionBegin5 = "OpenDoors5";
	actionEnd5 = "OpenDoors5";
	replaceDamagedHitpoints[] = {"Hit1","Hit2","Hit3","Hit4","Hit5","Hit6"};
};
class Land_bo_Farm_Cowshed_b: House
{
	scope = 1;
	armor = 500;
	displayName = "Cowshed";
	model = "\es\bornholmobjects\bo_Farm_Cowshed_b";
	replaceDamagedHitpoints[] = {"Hit1","Hit2","Hit3","Hit4","Hit5"};
};
class Land_bo_Farm_Cowshed_c: House
{
	scope = 1;
	armor = 700;
	displayName = "Cowshed";
	model = "\es\bornholmobjects\bo_Farm_Cowshed_c";
	replaceDamagedHitpoints[] = {"Hit1","Hit2","Hit3","Hit4"};
	class AnimationSources
	{
		class door_a
		{
			animPeriod = 1;
			initPhase = 1;
		};
		class door_b
		{
			animPeriod = 1;
			initPhase = 1;
		};
	};
	class UserActions
	{
		class OpenDoors1
		{
			displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "door_a_axis";
			priority = 0.4;
			radius = 3;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'door_a') < 0.5)";
			statement = "(this animate ['door_a', 1]) && (this animate ['door_b', 1])";
		};
		class CloseDoors1
		{
			displayNameDefault = "Close door";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "door_a_axis";
			priority = 0.4;
			radius = 3;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'door_a') >= 0.5)";
			statement = "(this animate ['door_a', 0]) && (this animate ['door_b', 0])";
		};
	};
	actionBegin1 = "OpenDoors1";
	actionEnd1 = "OpenDoors1";
};
class Land_bo_Hlidac_budka: House
{
	armor = 500;
	model = "\ES\BornholmObjects\bo_Hlidac_budka.p3d";
	displayName = "Shed";
	scope = 1;
	animated = 1;
	class AnimationSources
	{
		class Dvere1
		{
			animPeriod = 1;
		};
		class Dvere2: Dvere1{};
	};
	class UserActions
	{
		class OpenDoors1
		{
			displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "osa_dvere1";
			priority = 0.4;
			radius = 2.5;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'Dvere1') < 0.5)";
			statement = "(this animate ['Dvere1', 1])";
		};
		class CloseDoors1
		{
			displayNameDefault = "Close door";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "osa_dvere1";
			priority = 0.4;
			radius = 2.5;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'Dvere1') >= 0.5)";
			statement = "(this animate ['Dvere1', 0])";
		};
		class OpenDoors2
		{
			displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "osa_dvere2";
			radius = 2.5;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'Dvere2') < 0.5)";
			statement = "(this animate ['Dvere2', 1])";
		};
		class CloseDoors2
		{
			displayNameDefault = "Close door";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "osa_dvere2";
			radius = 2.5;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'Dvere2') >= 0.5)";
			statement = "(this animate ['Dvere2', 0])";
		};
	};
	actionBegin1 = "OpenDoors1";
	actionEnd1 = "OpenDoors1";
	actionBegin2 = "OpenDoors2";
	actionEnd2 = "OpenDoors2";
};
class Land_bo_HouseB_Tenement: House
{
	armor = 850;
	model = "\ES\BornholmObjects\bo_HouseB_Tenement.p3d";
	displayName = "Hotel";
	scope = 1;
	ladders[] = {{ "start1","end1" },{ "start2","end2" },{ "start3","end3" }};
	animated = 0;
};
class Land_bo_HouseBlock_A1_1: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_HouseBlock_A1_1.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_HouseBlock_A3: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_HouseBlock_A3.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_HouseBlock_B2: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_HouseBlock_B2.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_HouseBlock_B3: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_HouseBlock_B3.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_HouseBlock_B4: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_HouseBlock_B4.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_HouseBlock_B5: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_HouseBlock_B5.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_HouseBlock_B6: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_HouseBlock_B6.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_HouseV_1I1: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_HouseV_1I1.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_HouseV_1I3: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_HouseV_1I3.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_HouseV_1I4: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_HouseV_1I4.p3d";
	displayName = "House";
	scope = 1;
	class AnimationSources
	{
		class dvere1
		{
			animPeriod = 1;
			initPhase = 1;
		};
		class dvere2
		{
			animPeriod = 1;
			initPhase = 1;
		};
	};
	class UserActions
	{
		class OpenDoors1
		{
			displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "akce_dvere1";
			priority = 0.4;
			radius = 2;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'dvere1') < 0.5)";
			statement = "(this animate ['dvere1', 1])";
		};
		class CloseDoors1
		{
			displayNameDefault = "Close door";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "akce_dvere1";
			priority = 0.4;
			radius = 2;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'dvere1') >= 0.5)";
			statement = "(this animate ['dvere1', 0])";
		};
		class OpenDoors2
		{
			displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "akce_dvere2";
			radius = 2;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'dvere2') < 0.5)";
			statement = "(this animate ['dvere2', 1])";
		};
		class CloseDoors2
		{
			displayNameDefault = "Close door";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "akce_dvere2";
			radius = 2;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'dvere2') >= 0.5)";
			statement = "(this animate ['dvere2', 0])";
		};
	};
};
class Land_bo_HouseV_1L1: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_HouseV_1L1.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_HouseV_1L2: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_HouseV_1L2.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_HouseV_1T: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_HouseV_1T.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_HouseV_2I: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_HouseV_2I.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_HouseV_2T1: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_HouseV_2T1.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_HouseV_2T2: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_HouseV_2T2.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_HouseV_3I2: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_HouseV_3I2.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_HouseV_3I3: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_HouseV_3I3.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_HouseV_3I4: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_HouseV_3I4.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_HouseV2_01A: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_HouseV2_01A.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_HouseV2_02_Interier: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_HouseV2_02_Interier.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_HouseV2_04: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_HouseV2_04.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_HouseV2_04_Interier: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_HouseV2_04_Interier.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_hut06: House
{
	armor = 300;
	model = "\ES\BornholmObjects\bo_hut06.p3d";
	displayName = "House";
	scope = 1;
};
class Land_bo_Ind_SawMill: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_Ind_SawMill.p3d";
	displayName = "Sawmill";
	scope = 1;
};
class Land_bo_Ind_Timbers: House
{
	armor = 450;
	model = "\ES\BornholmObjects\bo_Ind_Timbers.p3d";
	displayName = "Timber stack";
	scope = 1;
};
class Land_bo_Ind_Stack_Big: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_Ind_Stack_Big.p3d";
	displayName = "Smoke stack";
	scope = 1;
	ladders[] = {{ "start1","end1" },{ "start2","end2" },{ "start3","end3" }};
};
class Land_bo_Misc_ChickenCoop: House
{
	armor = 400;
	model = "\ES\BornholmObjects\bo_Misc_ChickenCoop.p3d";
	displayName = "Chicken Coop";
	scope = 1;
};
class Land_bo_misc_deerstand: House
{
	armor = 500;
	model = "\ES\BornholmObjects\bo_misc_deerstand.p3d";
	displayName = "Deerstand";
	scope = 1;
	ladders[] = {{ "start1","end1" }};
};
class Land_bo_Misc_Greenhouse: House
{
	armor = 350;
	model = "\ES\BornholmObjects\bo_Misc_Greenhouse.p3d";
	displayName = "Green House";
	scope = 1;
};
class Land_bo_Misc_Hutch: House
{
	armor = 600;
	model = "\ES\BornholmObjects\bo_Misc_Hutch.p3d";
	displayName = "Shed";
	scope = 1;
};
class Land_bo_Molo_drevo_bs: House
{
	armor = 600;
	model = "\ES\BornholmObjects\bo_Molo_drevo_bs.p3d";
	displayName = "Small pier";
	scope = 1;
};
class Land_bo_Nasypka: House
{
	armor = 600;
	model = "\ES\BornholmObjects\bo_Nasypka.p3d";
	displayName = "Silo";
	scope = 1;
	ladders[] = {{ "start","end" }};
};
class Land_bo_Panelak: House
{
	armor = 800;
	model = "\ES\BornholmObjects\bo_Panelak.p3d";
	displayName = "Apartments";
	scope = 1;
	ladders[] = {{ "start","end" }};
};
class Land_bo_Panelak2: House
{
	armor = 800;
	model = "\ES\BornholmObjects\bo_Panelak2.p3d";
	displayName = "Apartments";
	scope = 1;
	ladders[] = {{ "start","end" }};
};
class Land_bo_praa_wheat1_M: House
{
	scope = 0;
	armor = 10;
	model = "\es\bornholmobjects\bo_praa_wheat1_M";
	vehicleClass = "bornholmobjects";
	displayName = "Wheat Green";
	destrType = "DestructTent";
};
class Land_bo_praa_wheat3_M: House
{
	scope = 0;
	armor = 10;
	model = "\es\bornholmobjects\bo_praa_wheat3_M";
	vehicleClass = "bornholmobjects";
	displayName = "Wheat Green";
	destrType = "DestructTent";
};
class Land_bo_praa_wheat4_M: House
{
	scope = 0;
	armor = 10;
	model = "\es\bornholmobjects\bo_praa_wheat4_M";
	vehicleClass = "bornholmobjects";
	displayName = "Wheat Green";
	destrType = "DestructTent";
};
class Land_bo_pumpa: House
{
	armor = 600;
	model = "\ES\BornholmObjects\bo_pumpa.p3d";
	displayName = "Small well";
	scope = 1;
};
class Land_bo_ramp_concrete: House
{
	armor = 600;
	model = "\ES\BornholmObjects\bo_ramp_concrete.p3d";
	displayName = "ramp";
	scope = 1;
};
class Land_bo_Sara_domek_sedy: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_Sara_domek_sedy.p3d";
	displayName = "House";
	scope = 1;
	animated = 1;
	class AnimationSources
	{
		class Dvere1
		{
			animPeriod = 1;
		};
	};
	class UserActions
	{
		class OpenDoors1
		{
			displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "osa_dvere1";
			priority = 0.4;
			radius = 3;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'Dvere1') < 0.5)";
			statement = "(this animate ['Dvere1', 1])";
		};
		class CloseDoors1
		{
			displayNameDefault = "Close door";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "osa_dvere1";
			priority = 0.4;
			radius = 3;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'Dvere1') >= 0.5)";
			statement = "(this animate ['Dvere1', 0])";
		};
	};
	actionBegin1 = "OpenDoors1";
	actionEnd1 = "OpenDoors1";
};
class Land_bo_seno_balik: House
{
	armor = 500;
	model = "\ES\BornholmObjects\bo_seno_balik.p3d";
	displayName = "Hayball";
	scope = 1;
};
class Land_bo_Shed_Ind02: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_Shed_Ind02.p3d";
	displayName = "Big Shed";
	scope = 1;
	class AnimationSources
	{
		class dvere1L
		{
			animPeriod = 2;
			initPhase = 1;
		};
		class dvere2L: dvere1L{};
		class dvere1R: dvere1L{};
		class dvere2R: dvere1L{};
	};
	class UserActions
	{
		class OpenDoors
		{
			displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "door_01_action";
			priority = 0.4;
			radius = 3;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'dvere1L') < 0.5)";
			statement = "(this animate ['dvere1L', 1]) && (this animate ['dvere1R', 1])";
		};
		class CloseDoors1
		{
			displayNameDefault = "Close door";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "door_01_action";
			priority = 0.4;
			radius = 3;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'dvere1L') >= 0.5)";
			statement = "(this animate ['dvere1L', 0]) && (this animate ['dvere1R', 0])";
		};
		class OpenDoors2
		{
			displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
			displayName = "$STR_DN_OUT_O_DOOR";
			position = "door_02_action";
			priority = 0.4;
			radius = 2;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'dvere2L') < 0.5)";
			statement = "(this animate ['dvere2L', 1]) && (this animate ['dvere2R', 1])";
		};
		class CloseDoors2
		{
			displayNameDefault = "Close door";
			displayName = "$STR_DN_OUT_C_DOOR";
			position = "door_02_action";
			priority = 0.4;
			radius = 2;
			onlyForPlayer = 0;
			condition = "((this animationPhase 'dvere2L') >= 0.5)";
			statement = "(this animate ['dvere2L', 0]) && (this animate ['dvere2R', 0])";
		};
	};
	actionBegin1 = "OpenDoors1";
	actionEnd1 = "OpenDoors1";
	actionBegin2 = "OpenDoors2";
	actionEnd2 = "OpenDoors2";
};
class Land_bo_Shed_M01: House
{
	armor = 500;
	model = "\ES\BornholmObjects\bo_Shed_M01.p3d";
	displayName = "Shed";
	scope = 1;
};
class Land_bo_Shed_M03: House
{
	armor = 500;
	model = "\ES\BornholmObjects\bo_Shed_M03.p3d";
	displayName = "Shed";
	scope = 1;
};
class Land_bo_Shed_W01: House
{
	armor = 500;
	model = "\ES\BornholmObjects\bo_Shed_W01.p3d";
	displayName = "Shed";
	scope = 1;
};
class Land_bo_Shed_W02: House
{
	armor = 500;
	model = "\ES\BornholmObjects\bo_Shed_W02.p3d";
	displayName = "Shed";
	scope = 1;
};
class Land_bo_Shed_W03: House
{
	armor = 500;
	model = "\ES\BornholmObjects\bo_Shed_W03.p3d";
	displayName = "Shed";
	scope = 1;
};
class Land_bo_Shed_W4: House
{
	armor = 500;
	model = "\ES\BornholmObjects\bo_Shed_W4.p3d";
	displayName = "Shed";
	scope = 1;
};
class Land_bo_Shed_wooden: House
{
	armor = 500;
	model = "\ES\BornholmObjects\bo_Shed_wooden.p3d";
	displayName = "Shed";
	scope = 1;
};
class Land_bo_sign_donateorviking: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_sign_donateorviking";
};
class Land_bo_sign_velkommen: Land_bo_citysign
{
	model = "\es\bornholmobjects\bo_sign_velkommen";
};
class Land_bo_stanek_3: House
{
	armor = 500;
	model = "\ES\BornholmObjects\bo_stanek_3.p3d";
	displayName = "Shed";
	scope = 1;
};
class Land_bo_stanice: House
{
	armor = 500;
	model = "\ES\BornholmObjects\bo_stanice.p3d";
	displayName = "Shed";
	scope = 1;
};
class Land_bo_stodola_old_open: House
{
	armor = 800;
	model = "\ES\BornholmObjects\bo_stodola_old_open.p3d";
	displayName = "Barn";
	scope = 1;
};
class Land_bo_stodola_open: House
{
	armor = 800;
	model = "\ES\BornholmObjects\bo_stodola_open.p3d";
	displayName = "Barn";
	scope = 1;
};
class Land_bo_vysilac_FM: House
{
	armor = 700;
	model = "\ES\BornholmObjects\bo_vysilac_FM.p3d";
	displayName = "GSM Tower";
	scope = 1;
	ladders[] = {{ "start","end" }};
	class MarkerLights
	{
		class RedBlinking
		{
			name = "cerveny pozicni blik";
			color[] = {0.64,0.064,0.064,1};
			ambient[] = {0.1,0.01,0.01,1};
			brightness = 0.01;
			blinking = 1;
		};
	};
};
class Land_bo_Wall_L5_10m_EP1: House
{
	armor = 400;
	model = "\ES\BornholmObjects\bo_Wall_L5_10m_EP1.p3d";
	displayName = "Fence";
	scope = 1;
};
class Land_bo_Wall_Tin_4: House
{
	armor = 400;
	model = "\ES\BornholmObjects\bo_Wall_Tin_4.p3d";
	displayName = "Fence";
	scope = 1;
};
class Land_bo_Wall_Wood2_5: House
{
	armor = 400;
	model = "\ES\BornholmObjects\bo_Wall_Wood2_5.p3d";
	displayName = "Fence";
	scope = 1;
};
};
//};

Honestly i'm now stuck... :(

Edited by Vcz
Investigating...

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Have a look at this post from Bushlurker, it seems to fit your needs:

Missing objects on map by using different Binarizers

Yep, thanks. I already know this thread, i have made some research before posting. ;)

But as i said, i can't follow exactly the steps he said because i can't crunch from .p3d.

630824Sanstitre5658.png

As you can see i can't find "Crunch from .p3d".

I will take a look at moveobject instead of movefolder.

Edited by Vcz

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As you can see i can't find "Crunch from .p3d".

Pretty sure the button used to be labelled "Crunch from .P3D... :)

It's this one of course...

movefolder_small_zps59a3c8a1.png

... which crunches the "Destination Content" which will be your .p3d files you placed in there beforehand.

B

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Pretty sure the button used to be labelled "Crunch from .P3D... :)

It's this one of course...

http://i21.photobucket.com/albums/b272/Bushlurker/movefolder_small_zps59a3c8a1.png

... which crunches the "Destination Content" which will be your .p3d files you placed in there beforehand.

B

Well thank you, i didnt figured this out. Now i understand. :)

So i redone everything, i follow your tutorial step by step, check the config, the path ect.. but still not working ingame, the bridge can't be show... :(

No any error anywhere the .rpt, TB, movefolder and pboproject logs are just fine.

I upload my object folder, please check it out -> https://1fichier.com/?qo90i2kr8h

(~10mo, download link at the bottom of the page ;) )

Edited by Vcz

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I've got the bridge working on my map. It's missing the rails but I think that's because MoveFolder did not move the P3D in the data folder of the CA version.

Anyway: https://www.dropbox.com/s/s77tdrtf4td12yp/Rail2.pbo?dl=0

I made it under the prefix blb so if you extract that pbo to P:\blb\Rail2 and then make a template library of it in TB, it should work, if not let me know and I'll pass you the raw version instead of the pbo. I'm going to check if the rails shows if I copy the P3D there.

- edit

No rails :( Well, the wooden planks between the rails are missing to be exact. It does show the rails itself with the top untextured.

cNAyJe2.jpg

Edited by BadLuckBurt
more testing

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I've got the bridge working on my map. It's missing the rails but I think that's because MoveFolder did not move the P3D in the data folder of the CA version.

Anyway: https://www.dropbox.com/s/s77tdrtf4td12yp/Rail2.pbo?dl=0

I made it under the prefix blb so if you extract that pbo to P:\blb\Rail2 and then make a template library of it in TB, it should work, if not let me know and I'll pass you the raw version instead of the pbo. I'm going to check if the rails shows if I copy the P3D there.

- edit

No rails :( Well, the wooden planks between the rails are missing to be exact. It does show the rails itself with the top untextured.

http://i.imgur.com/cNAyJe2.jpg

Thanks, it's very nice. Look like our .p3d was not the exact same. mine come from the licensed data pack from arma 2, i think your's come from arma2/ca folder ?

But... this don't work too. I begin to be crazy.:banghead:

Even if i do not touch anything in your .pbo, the exact same path ect..

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Thanks, it's very nice. Look like our .p3d was not the exact same. mine come from the licensed data pack from arma 2, i think your's come from arma2/ca folder ?

But... this don't work too. I begin to be crazy.:banghead:

Even if i do not touch anything in your .pbo, the exact same path ect..

Strange. I have no trouble getting it to work.

What I did was this:

I used MoveFolder on this folder: Structures\CA\Structures\Rail\Railway from A2SM_Data_APL-SA pack. Those are the unbinarized versions that you can open in Object Builder. After that I crunched the content in there and then made the PBO you downloaded.

When you open the 2D map in-game, does it show the bounding box where you placed a bridge in TB? Also, just checking but did you extract the addon so the path is P:\blb\rails2\railway_bridge_40.p3d? If so it should show up if you load both your map and my rails addon.

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Strange. I have no trouble getting it to work.

What I did was this:

I used MoveFolder on this folder: Structures\CA\Structures\Rail\Railway from A2SM_Data_APL-SA pack. Those are the unbinarized versions that you can open in Object Builder. After that I crunched the content in there and then made the PBO you downloaded.

When you open the 2D map in-game, does it show the bounding box where you placed a bridge in TB? Also, just checking but did you extract the addon so the path is P:\blb\rails2\railway_bridge_40.p3d? If so it should show up if you load both your map and my rails addon.

Yes the bounding box is here.

Ok thanks for the detail, mine come from ALDP_A2_PBOs_APL-SA_part3.

I thought mine was already the unbinarized one...

Will try with the unbinarized model.

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If the bounding box is there, there is the possibility that the model is somewhere underneath the map maybe? They snapped to the ground on my map but maybe they glitched on yours?

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Fixed it !

Wanna laugh ?

I forget to set the path to config correctly in pboproject. :banghead:

Anyway... i'm happy.

fantastic.gif

Thank you for help.

Edited by Vcz

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