sama 67 Posted October 30, 2016 Hello A small issue i cant seem to work out.Here is a building ive made in blender i place it in the editor and sink it into the ground so as entrys are at a good height but when i "play" it launches into the air and lands on the surface.Something to do with bounding box?How do you keep the building at the height i have initally set it? Share this post Link to post Share on other sites
giallustio 770 Posted October 30, 2016 There's a LandContact lod that should fix the problem. https://community.bistudio.com/wiki/LOD#LandContact 1 Share this post Link to post Share on other sites
sama 67 Posted October 30, 2016 Dosent the land contact LOD fix the item to the ground so the height cant be adjusted? Buildings height needs to be adjustable for uneven ground i thought. Share this post Link to post Share on other sites
giallustio 770 Posted October 30, 2016 Read it in a rush sorry, I don't understand your problem tho. Is it defined as "house"? Share this post Link to post Share on other sites
sama 67 Posted October 30, 2016 see how in the pic some of the building is below ground level.When i put it in game it wont stay like that>The whole building is above ground.Perhaps it is in my config.I will check. Share this post Link to post Share on other sites
PuFu 4600 Posted October 30, 2016 do you have a Geo Lod with a named property class = house? There is no need for a LandContact LOD for houses btw 2 Share this post Link to post Share on other sites
Macser 776 Posted October 30, 2016 If you intend on having some underground, how are you going to access it? I assume the terrain will clip into it unless you can somehow carve out a piece. So is the object center at the base of the building? Or situated where this basement level begins? The object origin in blender usually equates to the ground plane in O2. 2 Share this post Link to post Share on other sites
jimmybulmer 21 Posted October 30, 2016 what your issue sounds like to me is that its treating it like a physX object and not a static structure make sure in your config it uses the house_f class 1 Share this post Link to post Share on other sites
sama 67 Posted October 31, 2016 Thankyou for replys.My problem was config related.I have it working now.My building is a simple building with no destruction.All animations work correctly.Have i setup the first part of my config,from cfg patches to class animation sources correctly.? Just want to be sure i havent added anything not necessary. class CfgPatches { class MEA_building1 { requiredAddons[] = {"A3_Structures_F"}; requiredVersion = 0.1; units[] = {MEA_building1}; weapons[] = {}; }; }; class CfgVehicles { class House; class House_F: House { scope = 2; displayName = "MEA_building1" model = "\MEA_building1\MEA_building1.p3d"; vehicleClass = Structures; mapSize = 20.27; cost = 40000; class AnimationSources { class DoorRotation1 { source = "user"; initPhase = 0; animPeriod = 1; sound = "GenericDoorsSound"; }; class DoorRotation2 { source = "user"; initPhase = 0; animPeriod = 1; sound = "GenericDoorsSound"; }; class DoorRotation3 { source = "user"; initPhase = 0; animPeriod = 1; sound = "GenericDoorsSound"; }; class DoorRotation4 { source = "user"; initPhase = 0; animPeriod = 1; sound = "GenericDoorsSound"; }; }; ladders[]= { { "Ladder_1_start", "Ladder_1_end" }; }; class UserActions { class openDoors1 { displayName = "open door"; displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; position = "Door_1_trigger"; priority = 0.4; radius = 1.5; onlyForPlayer = false; showWindow = 0; condition = ((this animationPhase 'DoorRotation1') < 0.5); statement = "this animate [""DoorRotation1"", 1]"; }; class closeDoors1 { displayName = "close door"; displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; position = "Door_1_trigger"; priority = 0.2; radius = 1.5; onlyForPlayer = false; showWindow = 0; condition = ((this animationPhase 'DoorRotation1') >= 0.5); statement = "this animate [""DoorRotation1"",0]"; }; class openDoors2 { displayName = "open door"; displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; position = "Door_2_trigger"; priority = 0.4; radius = 1.5; onlyForPlayer = false; showWindow = 0; condition = ((this animationPhase 'DoorRotation2') < 0.5); statement = "this animate [""DoorRotation2"", 1]"; }; class closeDoors2 { displayName = "close door"; displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; position = "Door_2_trigger"; priority = 0.2; radius = 1.5; onlyForPlayer = false; showWindow = 0; condition = ((this animationPhase 'DoorRotation2') >= 0.5); statement = "this animate [""DoorRotation2"",0]"; }; }; actionBegin1 = openDoors1; actionEnd1 = openDoors1; actionBegin2 = openDoors2; actionEnd2 = openDoors2; }; }; Share this post Link to post Share on other sites
Auss 208 Posted November 9, 2016 your animations will break coz u have not defined the Land_ class. They will work in editor but will break if the building is hardcoded onto an island. you need to define Land_MEA_building1 Share this post Link to post Share on other sites
lappihuan 178 Posted November 11, 2016 You also overwrote the Baseclass House_F and therefore probably broke every other buidling ingame.You need to define your own class that inherits from House_F and if you intend to place it on a terrain you have to create a Land_xx class as Auss suggests https://community.bistudio.com/wiki/The_Land_xx_class Share this post Link to post Share on other sites