Jump to content
Sign in to follow this  
sama

Below ground level

Recommended Posts

Hello

A small issue i cant seem to work out.Here is a building ive made in blender

zxMCLFH.png

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

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

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

do you have a Geo Lod with a named property class = house? There is no need for a LandContact LOD for houses btw

  • Like 2

Share this post


Link to post
Share on other sites

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.

  • Like 2

Share this post


Link to post
Share on other sites

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 

  • Like 1

Share this post


Link to post
Share on other sites

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

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

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×