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lukemax

Will this script be able to work in binarize?

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#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

#define private 0

#define protected 1

#define public 2

#define WeaponNoSlot 0

#define WeaponSlotPrimary 1

#define WeaponSlotSecondary 16

#define WeaponSlotItem 256

#define WeaponSlotBinocular 4096

#define WeaponHardMounted 65536

class CfgPatches

{

class SAD_Parfenon

{

units[] = {SAD_Parfenon};

weapons[] = {};

requiredVersion = 1.75;

};

};

class CfgVehicles

{

class All {};

class Static: All {};

class Building: Static {};

class Strategic: Building {};

class SAD_Obj1: Strategic

{

vehicleClass = "SAD obj";

scope = 2;

cost = 5000;

armor = 15000000;

model = "\SAD_parf\Parfenon.p3d";

displayName = "Parfenon";

destrType = "DestructBuilding";

};

};

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Binarize does not care about config.cpp. It checks the p3d model (lods, particularly geometry lods) and textures path. You must correct your p3d following error messages given by binarize tool. AND you must ensure that named properties are correct :

Look here

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A functional, complete, and syntax-wise bug-free config is REQUIRED for proper binarize operation.

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Quote[/b] ]A functional, complete, and syntax-wise bug-free config is REQUIRED for proper binarize operation.

Yes you're right, i was wrong saying binarize doesn't take into account the config crazy_o.gif ; the p3d model must be corrected (lods, properties) before binarization so that it correctly takes into account its config.cpp, which must be correct too (the config presented here seems good to me).

Binarizing without config seems to work anyway (as it does for trees for example, only taking into account named properties), but you do need a config here to properly inherit from strategic class and modify the name, armor etc.

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