Walkero0 15 Posted November 26, 2019 Hi! I try since a few days now to get the doors working through terrain builder. The function: "Open doors" don't show up. I can open the doors when the house is placed with eden. What I tried: 1. removed nearly all errors in rpt 2. tried different Geometry propertys: -class house -class building -class Land 3. made a simple damage model unbinarized model rpt: modelname: land_wlk_garage_2erhttps://nubes.walk3r.info/index.php/s/wSItH5GeS2Ls16j I use pboproject to find errors, and then i use addonbuilder to pack because pboproject doesn't pack my complete map-Project. (maybe of my big mountains) Map Project: https://steamcommunity.com/sharedfiles/filedetails/?id=1865657051 I always delete temp folder before packing the pbo and I always make a resolve missing (templates) and new wrp file with terrain builder. Still have no appearing functions on the doors. I figured out that the playced model through terrainbuilder don't return the value of "typeOf cursorObject". (hint str [getModelInfo cursorObject, typeOf cursorObject];) one of my houses unbinarized (Garage with 3 doors and 1 Glass): https://nubes.walk3r.info/index.php/s/Fhwzrbj79LIXmU5 Share this post Link to post Share on other sites
m1lkm8n 411 Posted November 27, 2019 My friend. Why on earth would you use pbo project then addon breaker. Pboproject doesn’t finish because there is an issue with your terrain or a config most likely. Using addon breaker I can almost 100 percent guarantee that you will not get the doors functioning. If they are working in eden than that probably means your config is good. However what addon breaker doesn’t do that pboproject does which is create land_xxx configs in the root project folder that is needed for structures to work when placed on a terrain and binarized. Please do yourself a favor and never use addon breaker again. Fix the root issue. If it is indeed pboproject then reach out to mikero. He is one of the most knowledgable gents I have ever had the pleasure of knowing and if he deems it’s an issue with his program you can rest assured he’ll fix it. 1 Share this post Link to post Share on other sites
RoF 241 Posted November 27, 2019 What m1lkm8n said is 100% is correct. Why don't you post the error pboproject gives you instead of presuming it's to do with big hills? An big hills are not an issue, I've packed mount Everest before lol Share this post Link to post Share on other sites
Walkero0 15 Posted November 27, 2019 Ok my friends, got it to crunch with pboproject, but still no working doors. Binlog:https://nubes.walk3r.info/index.php/s/8T8L8GBuTubZ22g/download Share this post Link to post Share on other sites
RoF 241 Posted November 27, 2019 Did you setup your P drive the correct way? https://pmc.editing.wiki/doku.php?id=arma3:tools:setup-p-drive 1 Share this post Link to post Share on other sites
Walkero0 15 Posted November 27, 2019 28 minutes ago, RoF said: Did you setup your P drive the correct way? https://pmc.editing.wiki/doku.php?id=arma3:tools:setup-p-drive Puh it's a long time ago, i extract game data to P after every arma update. I resetup P drive again and try it again. Share this post Link to post Share on other sites
m1lkm8n 411 Posted November 27, 2019 And also make sure pboproject is set up correctly too! Post screen shots of it so we can make sure you have the right stuff selected also post your building config and model config. I’m wondering if you even have land_xxx defined in the config Share this post Link to post Share on other sites
RoF 241 Posted November 27, 2019 1 hour ago, Walkero0 said: Puh it's a long time ago, i extract game data to P after every arma update. I resetup P drive again and try it again. Make sure you use Arma3p by Mikero, NOT Arma Tools Share this post Link to post Share on other sites
Walkero0 15 Posted November 27, 2019 so i rebuild my P drive with arma3p. Reinstalled arma 3 tools and reistalled all mikero tools. Found 1 little error on my roads. Still no working doors. PBOProject Screen of map crunch options: new Binlogs: https://nubes.walk3r.info/index.php/s/ViVbLPYaZfBPmgm/download Share this post Link to post Share on other sites
Walkero0 15 Posted November 27, 2019 meanwhile I removed the binmake error from packing New Binlog. https://nubes.walk3r.info/index.php/s/DBYVJFvxR766c07/download why is my house class land_land_xx? wlk_lokino.land_log: (land_land_wlk_garage_2er) Share this post Link to post Share on other sites
m1lkm8n 411 Posted November 27, 2019 Can you post the main config and model config. It will be easier to help you once we see those Share this post Link to post Share on other sites
Walkero0 15 Posted November 27, 2019 4 minutes ago, m1lkm8n said: Can you post the main config and model config. It will be easier to help you once we see those Is in the first topic: house configs https://nubes.walk3r.info/index.php/s/Fhwzrbj79LIXmU5 map configs: https://nubes.walk3r.info/index.php/s/glRwyqgHKDlZfO5/download Share this post Link to post Share on other sites
m1lkm8n 411 Posted November 28, 2019 fixed..just to prove it works on my test terrain when binarized heres a video https://www.dropbox.com/s/56xmh7le8d82yj7/bandicam 2019-11-27 19-59-07-744.mp4?dl=0 so there was a couple errors with the configs... the model name must match the actual p3d name i changed up the configs to the most easiest way i think. take a look at the files. I only fixed the main model..not the damaged one. also get away from calling the action via execVM and use the script in the config as i have them. i believe even if you have it all configged properly it still wouldnt have worked though because in the model itself the bones for some reason werent being selected. it was only selecting the vertices in the corners. I highlighted each door and mapped them to the bones so now if you select the bone it selects all the face and verts as it should. link below to download the 7zip file: https://www.dropbox.com/s/0hs2wa6m21kzdd4/wlk_houses.7z?dl=0 Share this post Link to post Share on other sites
Walkero0 15 Posted November 28, 2019 9 hours ago, m1lkm8n said: fixed..just to prove it works on my test terrain when binarized heres a video https://www.dropbox.com/s/56xmh7le8d82yj7/bandicam 2019-11-27 19-59-07-744.mp4?dl=0 so there was a couple errors with the configs... the model name must match the actual p3d name i changed up the configs to the most easiest way i think. take a look at the files. I only fixed the main model..not the damaged one. also get away from calling the action via execVM and use the script in the config as i have them. i believe even if you have it all configged properly it still wouldnt have worked though because in the model itself the bones for some reason werent being selected. it was only selecting the vertices in the corners. I highlighted each door and mapped them to the bones so now if you select the bone it selects all the face and verts as it should. link below to download the 7zip file: https://www.dropbox.com/s/0hs2wa6m21kzdd4/wlk_houses.7z?dl=0 Thank you, I try it out. I recognized the "selecting the vertices in the corners". I definded them many times, (maybe I forgot it on this garage) i think component convex hull is causing the cornervertices. With "also get away from calling the action via execVM" you mean the useraction, right? so I do not need cfgfunctions.hpp? 1 Share this post Link to post Share on other sites
m1lkm8n 411 Posted November 28, 2019 4 hours ago, Walkero0 said: With "also get away from calling the action via execVM" you mean the useraction, right? so I do not need cfgfunctions.hpp? Yes Share this post Link to post Share on other sites
Walkero0 15 Posted December 12, 2019 one problem i stil have. the set position or radius of the useraction doesn't really seem to have an effect when house is added with terrainbuilder. i always need to look up on doors to see the action. radius and position works when house is placed with eden. Useraction of this door: class OpenDoor_1 { displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; displayName = "Open Door"; position = door_1_open; actionNamedSel = "door_1"; priority = 0.4; radius = 6.5; onlyForPlayer = 0; aiMaxRange = "1.5 * 3"; condition = ((this animationSourcePhase 'door_1_source') < 0.5); statement = this animateSource ["door_1_source",1]; }; class CloseDoor_1: OpenDoor_1 { position = door_1_open; displayName = "Close Door"; condition = ((this animationSourcePhase 'door_1_source') > 0.5); statement = this animateSource ["door_1_source",0]; }; Share this post Link to post Share on other sites
m1lkm8n 411 Posted December 12, 2019 If the component is named properly in the model program you should only have to look at the door in game as looks for actionNamedSel = “”; IIRC it’s the geolod component that must be named property Share this post Link to post Share on other sites
Walkero0 15 Posted December 13, 2019 ok funny. fixed the glasses. now it works Share this post Link to post Share on other sites
Walkero0 15 Posted January 7, 2020 I'm stuck again. I'm searching for the error since 3 days now. My new building don't show up the open Door function and don't even do anything on this command in Eden: animateDoor ["Door_1", 1]; It has 25 doors. But i have it reduced to 1 in the config to find the error. (Floor 1 has 1 Door, this is door_1) modelcfg and object has 25 two-winged doors. I setted up everything like the garage before but I can't figure out the error. What the hell is wrong with that? Maybe it's to big? but geometry works. https://www.dropbox.com/s/2zjdafa8j5tktuf/wlk_houses.rar?dl=0 Share this post Link to post Share on other sites
m1lkm8n 411 Posted January 8, 2020 works for me: https://youtu.be/7NFuxI8WBSc the only thing i can think of which i did was check your named selection. i selected door_1 and only the vertices were selected in the model. the entire component needs to be selected for the animation to work so i selected all of door_1 then in the named properties box i right clicked on door_1 and selected redefine. Now when i select door_1 the entire component is selected. tested in game and it works. the other question i have is were are you testing this? in eden as a placeable object or as an object binarized to the terrain? Share this post Link to post Share on other sites
Walkero0 15 Posted January 8, 2020 12 hours ago, m1lkm8n said: works for me: https://youtu.be/7NFuxI8WBSc the only thing i can think of which i did was check your named selection. i selected door_1 and only the vertices were selected in the model. the entire component needs to be selected for the animation to work so i selected all of door_1 then in the named properties box i right clicked on door_1 and selected redefine. Now when i select door_1 the entire component is selected. tested in game and it works. the other question i have is were are you testing this? in eden as a placeable object or as an object binarized to the terrain? Ok my fault i forgot to redifine the doors after component convex hull. glad it works now. I only have testet this building in eden. Now i can define all doors and place it on the map. my other houses are finally working when they are placed in terrain builder. my procedure on houses: make object--> make config--> test it as placable object in eden (where i got stuck)--> place it with terrain builder. Thank you so much Share this post Link to post Share on other sites
Walkero0 15 Posted January 9, 2020 Small to do List for debugging doors: redefine doors after convex hull use Land_xx for your house class if a window is on the door, fix its damage machanics Share this post Link to post Share on other sites