chrs 2 Posted March 7, 2017 Hi, This is a config / terrain builder question not quite sure where the problem is any help would be appreciated! Ive got a house model in game this is its config: class Land_VehiclePadCornor: House_F { scope = 2; scopeCurator = 0; displayName = "Sub Terrain Vehicle Pad Corner"; armor = 999999; armorStructural = 999; author = "Article 2 Studios"; model="P:\OPTRE_MapCommon\Buildings\VehiclePadCorner.p3d"; class AnimationSources { class liftgate_1 /// the class name is later used in model.cfg { source = "user"; /// user source means it is waiting on some scripting input animPeriod = 8; /// how long does it take to change value from 0 to 1 (or vice versa) initPhase = 0; /// what value does it have while creating the vehicle sound = "ServoRampSound_2"; }; }; }; It works fine when I place it the Eden Mission editor in that it cannot be destroyed as Ive given it high Armour values in the config. However when placed in Terrain builder it can be destroyed, in addition my add actions and animations do not seem to work on versions placed in Terrain builder. I also ran a small script to test the problem using the nearestObject scripting command, when I ran the test on buildings in Altis it returned the buildings classname when I tested it on my buildings it returned just empty string. The only information on this forum Ive found seems to suggest to link the config and the p3d file you add "Land_" followed by the p3ds file name to the class name and it should work, but this does not seem to be the case for me. Thanks for reading. Share this post Link to post Share on other sites
m1lkm8n 411 Posted March 7, 2017 If you don't want it to be destroyed add destrType=0; in the config. That's he proper way to make something non destroyable Share this post Link to post Share on other sites
chrs 2 Posted March 7, 2017 2 minutes ago, m1lkm8n said: If you don't want it to be destroyed add destrType=0; in the config. That's he proper way to make something non destroyable Thanks thats good to know. Not the core of my issue however. Share this post Link to post Share on other sites
m1lkm8n 411 Posted March 7, 2017 Well the path to your model is wrong as well. Do not include p: also your class name and p3d object name are different. They must match entirely to animate when placed with terrain builder Share this post Link to post Share on other sites
chrs 2 Posted March 7, 2017 Ah ok, good, I thought it was something like that. I've tried the changes you suggested and still am getting the problem. Could it be that I need to repack the map pbo as well as the pbo that contains my model and configs? One other question could it be the file path, bis use /A3/ in front of their file paths? Not sure why that'd would make a difffrence as it clearly can find the .p3d in cfgVehicles. Scratching my head trying to think what else it could be. class VehiclePadCorner: House_F { dlc = "OPTRE"; scope = 2; scopeCurator = 0; displayName = "Sub Terrain Vehicle Pad Corner"; author = "Article 2 Studios"; model="\OPTRE_MapCommon\Buildings\VehiclePadCorner.p3d"; destrType=0; class AnimationSources { class liftgate_1 /// the class name is later used in model.cfg { source = "user"; /// user source means it is waiting on some scripting input animPeriod = 8; /// how long does it take to change value from 0 to 1 (or vice versa) initPhase = 0; /// what value does it have while creating the vehicle sound = "ServoRampSound_2"; }; }; }; Share this post Link to post Share on other sites
m1lkm8n 411 Posted March 7, 2017 I should have asked you before all this but what are you using to pack your project? Addonbuilder or pboproject? Share this post Link to post Share on other sites
chrs 2 Posted March 7, 2017 (lol yeah sorry I'm new to modeling, can usually find most things on this website myself but not the answer to this problem) AddonBuilder, I'm guessing there is a file type I need to exclude from the Binarization? My file structure looks like this after packing: Share this post Link to post Share on other sites
chrs 2 Posted April 30, 2017 (edited) Problem solved! For anyone who wants to know the answer it is you needed to add "named properties" to your geo lod in object builder. Read more yourself: https://community.bistudio.com/wiki/Named_Properties Edited April 30, 2017 by chrs Added picture Share this post Link to post Share on other sites