Geosword 0 Posted April 18, 2007 I am currently working on a campaign using the New Sarugao island which basically is the same as the original map but uses Mapfact's Baracken buildings, towers and fences. Coding was going great until on mission #2 during testing of the laser drop by an F117 something very very bad happened... The LGB hit the base right on the money and killed every vehicle and man but when the smoke cleared... the mighty Baracken buildings of the base were intact... tough stuff to take a 2000 lbs. bomb through the roof. I know for a fact that it is the ECP MOD causing this as the buildings crumble like paper when the MOD is turned off. I have looked everywhere to find a solution to making the Mapfact buildings destroyable on the island with ECP running. Is there a way around this? Is it fixable? I'd hate to have to turn off ECP just because some buildings won't die but they HAVE to die for the objective to complete properly. Anyone else run into indestructible buildings while using ECP on player made maps? Has a solution been found? HELP! I have spent two hours Searching through the forums and have nothing to show for it. Until I can solve this problem I can't continue code work. Share this post Link to post Share on other sites
karantan 0 Posted April 18, 2007 Place a trigger which will cover the entire map, with Anybody Activation, and in On Activation field put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">thislist call (ECP_resources select 30) EDIT: If you're using an addon units for soldiers and vehicles, then you must put one original BIS unit on the map for trigger to take effect. Share this post Link to post Share on other sites
Geosword 0 Posted April 18, 2007 Place a trigger which will cover the entire map, with Anybody Activation, and in On Activation field put<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">thislist call (ECP_resources select 30) EDIT: If you're using an addon units for soldiers and vehicles, then you must put one original BIS unit on the map for trigger to take effect. I did what you suggested below. I created a single trigger which detects if ANYBODY is present. I tried it with Once and Repeatedly for the frequency and put the code snippet in the On Activation field. I am only using original units and weapons. The Mapfact buildings still refuse to die when hit by the 2000 lbs. bombs while ECP is active. I am using Kegetys OFP Launcher to load my mods. Is there something to the order the mods are loaded? I'll give it a shot with a manual command line edit. Share this post Link to post Share on other sites
karantan 0 Posted April 18, 2007 It should work, except it's also island related problem. So make a test; place that trigger on a Desert Island, then place some building from the baracken addon on it, then destroy that building. The fact you're launching the addons with Kegetys OFP Launcher should have no negative effect. Share this post Link to post Share on other sites
Geosword 0 Posted April 18, 2007 It should work, except it's also island related problem.So make a test; place that trigger on a Desert Island, then place some building from the baracken addon on it, then destroy that building. The fact you're launching the addons with Kegetys OFP Launcher should have no negative effect. I placed a couple of lone Baracken buildings on the BIS stock Desert Island, setup the trigger then rigged a radio signal to blow the building. When i trigger the radio command the building does nothing. If I hit it with a tank, nothing. Bombs, nothing. This is only when ECP is on. If I turn it off and just load the map the buildings blow up as normal. Damn it... this is cheesing me off. Something always has to gum up the works every mission I design Share this post Link to post Share on other sites
sanctuary 19 Posted April 18, 2007 The reason of the problem you can see is because mapfact barracks are derivated from the fence class instead of the usual buildings classes. In their ECP mod config, the ECP devteam added the line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">destrType=DestructNo; This line is preventing the "melting polygons" destruction for any classes to which this line is added to. And that is why the mapfact barracks can't be destroyed in the melting polygons way. So if you want to see your mapfact buildings being destroyed while playing with ECP , the easiest way would be to edit the ECP Config.cpp (the hard way would be to edit the config for each mapfacts buildings) To do so, just open the config.cpp that can be found in the "Bin" folder of your ECP mod folder with a simple text editor. Look for : Quote[/b] ]class Fence : NonStrategic { scope=2; vehicleClass="Objects"; icon="Unknown_object"; model="pytle_BSL"; displayName="$STR_DN_FENCE"; accuracy=0.200000; typicalCargo[]={}; transportAmmo=0; transportRepair=0; transportFuel=0; cost=0; armor=200; mapSize=3.300000; destrType=DestructNo; class EventHandlers { Init=ECP_FENCE_EH_INIT }; }; Just remove the line i put in bold and save the changes. Nothing more. Now each time you will play with the mapfacts barracks in ECP you will be able to destroy them in the "melting polygon" way. Share this post Link to post Share on other sites
Geosword 0 Posted April 18, 2007 The reason of the problem you can see is because mapfact barracks are derivated from the fence class instead of the usual buildings classes.In their ECP mod config, the ECP devteam added the line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">destrType=DestructNo; This line is preventing the "melting polygons" destruction for any classes to which this line is added to. And that is why the mapfact barracks can't be destroyed in the melting polygons way. So if you want to see your mapfact buildings being destroyed while playing with ECP , the easiest way would be to edit the ECP Config.cpp (the hard way would be to edit the config for each mapfacts buildings) To do so, just open the config.cpp that can be found in the "Bin" folder of your ECP mod folder with a simple text editor. Look for : Quote[/b] ]class Fence : NonStrategic { scope=2; vehicleClass="Objects"; icon="Unknown_object"; model="pytle_BSL"; displayName="$STR_DN_FENCE"; accuracy=0.200000; typicalCargo[]={}; transportAmmo=0; transportRepair=0; transportFuel=0; cost=0; armor=200; mapSize=3.300000; destrType=DestructNo; class EventHandlers { Init=ECP_FENCE_EH_INIT }; }; Just remove the line i put in bold and save the changes. Nothing more. Now each time you will play with the mapfacts barracks in ECP you will be able to destroy them in the "melting polygon" way. You are most wise in the ways of OFP science. If I release this mini campaign I will need to include instructions or a copy of the fixed Config.CPP with instructions on putting it in the player's @ECP I guess. Thank you for your help. Much appreciated. The buildings fold like kites now when hit by 2000 pounders. Back to editing! Was there a reason for defining the Fence class as not destroyable? I see no difference in how the fence pieces die over normal operations. Share this post Link to post Share on other sites
karantan 0 Posted April 18, 2007 Yea, I just wanted to add that then is an addon problem and that you'd probably need then to mess with the configuration of it. EDIT: and yea, Sanct is a God for such things. Share this post Link to post Share on other sites