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Object doesn't explode.

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Hey everyone, i've made a 105mm Artillery Shell model and i'm trying to make it fairly simulated, to where it explodes if you shoot at it a few times. Unfortunately, I cannot figure out how to accomplish this even after looking through other objects and searching on google and here. Could anyone be of assistance? My model is configured properly in terms of the LODs and damage type, and i'm sure my config.cpp is correct. 

 

Config.cpp

class CfgVehicles {
	
	class Items_base_F;	// External class reference
	class M1HEPD_shell: Items_base_F
	{
		author = "Coldfront15";
		mapSize = 0.44;
		scope = 2;
		armor = 2;
		scopeCurator = 2;
		editorCategory = "101st_obj";
		editorSubcategory = "105_how_ammo";
		displayName = "105 HE, M1 PD";
		model = "\101_objects\objects\105_M1HEPD_Shell.p3d";
		cost = 200;
		icon = "iconObject_1x2";
		placement = "vertical";
		destrType = "DestructBuilding";
		class SimpleObject
		{
			eden = 1;
			animate[] = {};
			hide[] = {};
			verticalOffset = 0.105;
			verticalOffsetWorld = 0;
			init = "''";
		};
		class DestructionEffects
		{
			class Explo
			{
				simulation = "destroy";
				type = "BombExp1";
				position = "";
				intensity = 1;
				interval = 1;
				lifeTime = 0.01;
			};
			class Smoke: Explo
			{
				type = "BombSmk1"; 
				lifeTime = 0.1;
			};
		};
		class HitPoints{};
		class Damage
		{
			tex[] = {};
			mat[] = {};
		};
		class AnimationSources{};
		class UserActions{};
	};
};

 

model.cfg

class CfgSkeletons
{
	class Skeleton_M1HEPD
	{
		isDiscrete=0;
		skeletonInherit="";
		skeletonBones[]={};
	};
};
class CfgModels
{
	class M1HEPD_shell
	{
		htMin=0;
		htMax=0;
		afMax=0;
		mfMax=0;
		mFact=0;
		tBody=0;
		skeletonName="Skeleton_M1HEPD";
		sectionsInherit="";
		sections[]={};
		class Animations
		{
			class UnnamedSelection_1
			{
				selection="UnnamedSelection";
			};
		};
	};
};

 

 

Here is what it looks like when I shoot it. Prior to this, I received an error message that popped up earlier was "No entry 'bin\config.bin/CfgDestructPos.bomexp1'. So I assume its a problem with the destruction effects position? There is not much documentation on this so I decided to ehad here and try my luck.
 

 

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