opteryx 1562 Posted August 2, 2008 Okay so I'm trying to set up a config where I have destruction effects and with ruins for mutiple object. Here's what I've got so far: http://pastebin.com/d6cae1844 Only the Mosque will collapse with smoke effects and leave ruins. What am I doing wrong? Share this post Link to post Share on other sites
Planck 1 Posted August 2, 2008 I would try using class House instead of class Building. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class HouseBase; class House : HouseBase class Land_iraqi_house_5: House { .... .... .... }; etc etc Planck Share this post Link to post Share on other sites
opteryx 1562 Posted August 2, 2008 Ok thanks for the tip, but it didn't work. Here's what I have now: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class opx_objects { units[] = {"Land_Mosque2","Land_policestation"}; weapons[] = {}; requiredVersion = 0.10; }; }; class cfgvehicleClasses { class opx_objects { displayName = "opx_objects"; }; }; class CfgVehicles { class house; //external refrence class Land_iraqi_house_5: house { model="\OPXbuildings\iraqi_house_5.p3d"; armor=2000; scope=2; mapsize=22; vehicleClass="opx_objects"; displayName="iraqi_house_5"; class DestructionEffects { }; }; class Land_Mosque2 : Land_iraqi_house_5 { model = "\OPXbuildings\Mosque2.p3d"; vehicleClass="opx_objects"; armor=20; displayName="Mosque"; class DestructionEffects { class Smoke1 { simulation = "particles"; type = "HouseDestructionSmoke"; position = "destructionEffect1"; intensity = 0.15; interval = 1; lifeTime = 0.05; }; class Smoke2 { simulation = "particles"; type = "HouseDestructionSmoke2"; position = "destructionEffect1"; intensity = 0.15; interval = 1; lifeTime = 0.01; }; class Smoke3 { simulation = "particles"; type = "HouseDestructionSmoke3"; position = "destructionEffect1"; intensity = 0.15; interval = 1; lifeTime = 0.01; }; class Smoke4 { simulation = "particles"; type = "HouseDestructionSmoke4"; position = "destructionEffect1"; intensity = 0.15; interval = 1; lifeTime = 0.01; }; class HouseDestr { simulation = "destroy"; type = "DelayedDestruction"; position = ""; intensity = 1; interval = 1; lifeTime = 1; }; class Ruin1 { simulation = ruin; type=\ca\buildings\ruins\dum_istan4_big_ruins.p3d; position=""; intensity = 1; interval = 1; lifeTime = 1; }; }; }; class Land_policestation : Land_iraqi_house_5 { model = "\OPXbuildings\Policestation.p3d"; vehicleClass="opx_objects"; armor=20; displayName="Policestation"; class DestructionEffects { class Smoke1 { simulation = "particles"; type = "HouseDestructionSmoke"; position = "destructionEffect1"; intensity = 0.15; interval = 1; lifeTime = 0.05; }; class Smoke2 { simulation = "particles"; type = "HouseDestructionSmoke2"; position = "destructionEffect1"; intensity = 0.15; interval = 1; lifeTime = 0.01; }; class Smoke3 { simulation = "particles"; type = "HouseDestructionSmoke3"; position = "destructionEffect1"; intensity = 0.15; interval = 1; lifeTime = 0.01; }; class Smoke4 { simulation = "particles"; type = "HouseDestructionSmoke4"; position = "destructionEffect1"; intensity = 0.15; interval = 1; lifeTime = 0.01; }; class HouseDestr { simulation = "destroy"; type = "DelayedDestruction"; position = ""; intensity = 1; interval = 1; lifeTime = 1; }; class Ruin1 { simulation = ruin; type=\ca\buildings\ruins\dum_istan4_big_ruins.p3d; position=""; intensity = 1; interval = 1; lifeTime = 1; }; }; }; }; I would like to note that I need to specify the ruin model for each building. I would really appreciate if someone could help me with this, I have no clue whatsoever what I'm doing... Share this post Link to post Share on other sites
[aps]gnat 28 Posted August 3, 2008 Maybe PM DEANO over at the OFPEC forums if u come up short here. Share this post Link to post Share on other sites
.kju 3245 Posted August 3, 2008 try using this definition instead <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class DestructionEffects: DestructionEffects otherwise you kinda miss this one it seems <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Destruction { animations[] = {{"ca\Roads\Rtm\most_pad_01.rtm", 0.2, 17}, {"ca\Roads\Rtm\most_pad_02.rtm", 0.2, 17}, {"ca\Roads\Rtm\most_pad_03.rtm", 0.2, 17}, {"ca\Roads\Rtm\most_pad_04.rtm", 0.2, 17}, {"ca\Roads\Rtm\most_pad_05.rtm", 0.2, 17}}; }; Share this post Link to post Share on other sites
bravo 6 0 Posted August 4, 2008 does this make sense? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define private 0 #define protected 1 #define public 2 class CfgPatches { class buildings { units[] = {"Land_mosque2"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAData", "CABuildings"}; }; }; class CfgVehicles { class Thing; class Building; class Strategic; class NonStrategic: Building { class DestructionEffects; }; class HouseBase; class Land_VASICore; class House : HouseBase { class DestructionEffects; }; class Ruins; /* models start list */ /* model 1 */ class Land_building1_Ruins : Ruins { scope = protected; vehicleClass = "Ruins"; model = "\ca\buildings\ruins\dum_istan4_big_ruins"; displayName = "building1_Ruins"; }; class Land_building2 : House { model = "\opxbuildings\building1"; displayName = "Building1"; armor = 700; class DestructionEffects : DestructionEffects { class Ruin1 { simulation = "ruin"; type = "\ca\buildings\ruins\dum_istan4_big_ruins.p3d"; position = ""; intensity = 1; interval = 1; lifeTime = 2; }; }; }; /* model 2 */ class Land_building2_Ruins : Ruins { scope = protected; vehicleClass = "Ruins"; model = "\ca\buildings\ruins\dum_istan4_big_ruins"; displayName = "building2_Ruins"; }; class Land_building2 : House { model = "\opxbuildings\building2"; displayName = "Building2"; armor = 700; class DestructionEffects : DestructionEffects { class Ruin1 { simulation = "ruin"; type = "\ca\buildings\ruins\dum_istan4_big_ruins.p3d"; position = ""; intensity = 1; interval = 1; lifeTime = 2; }; }; }; /* model XX */ class Land_buildingXX_Ruins : Ruins { scope = protected; vehicleClass = "Ruins"; model = "\ca\buildings\ruins\dum_istan4_big_ruins"; displayName = "buildingXX_Ruins"; }; class Land_buildingXX : House { model = "\opxbuildings\buildingXX"; displayName = "BuildingXX"; armor = 700; class DestructionEffects : DestructionEffects { class Ruin1 { simulation = "ruin"; type = "\ca\buildings\ruins\dum_istan4_big_ruins.p3d"; position = ""; intensity = 1; interval = 1; lifeTime = 2; }; }; }; /* models Finish list */ }; Its the same code i posted in the terrain thread. Share this post Link to post Share on other sites
scars09 9 Posted August 4, 2008 named properties in geo lod? just in case the working mosque is the one i have in mind, it has a dammage=building entry in named properties, maybe thats why its working. Share this post Link to post Share on other sites
opteryx 1562 Posted August 4, 2008 named properties in geo lod? just in case the working mosque is the one i have in mind, it has a dammage=building entry in named properties, maybe thats why its working. Nah, these are my own buildings. Bravo6 I still can't get it working on the police station. Here's what I tried with your latest example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define private 0 #define protected 1 #define public 2 class CfgPatches { class buildings { units[] = {"Land_mosque2","Land_policestation"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAData", "CABuildings"}; }; }; class CfgVehicles { class Thing; class Building; class Strategic; class NonStrategic: Building { class DestructionEffects; }; class HouseBase; class Land_VASICore; class House : HouseBase { class DestructionEffects; }; class Ruins; /* models start list */ /* model 1 */ class Land_mosque2_Ruins : Ruins { scope = protected; vehicleClass = "Ruins"; model = "\ca\buildings\ruins\dum_istan4_big_ruins"; displayName = "mosque2_Ruins"; }; class Land_mosque2 : House { model = "\opxbuildings\mosque2"; displayName = "mosque2"; armor = 700; class DestructionEffects : DestructionEffects { class Ruin1 { simulation = "ruin"; type = "\ca\buildings\ruins\dum_istan4_big_ruins.p3d"; position = ""; intensity = 1; interval = 1; lifeTime = 2; }; }; }; /* model 2 */ class Land_policestation_Ruins : Ruins { scope = protected; vehicleClass = "Ruins"; model = "\ca\buildings\ruins\dum_istan4_big_ruins"; displayName = "policestation_Ruins"; }; class Land_policestation : House { model = "\opxbuildings\policestation"; displayName = "policestation"; armor = 700; class DestructionEffects : DestructionEffects { class Ruin1 { simulation = "ruin"; type = "\ca\buildings\ruins\dum_istan4_big_ruins.p3d"; position = ""; intensity = 1; interval = 1; lifeTime = 2; }; }; }; /* model XX */ class Land_buildingXX_Ruins : Ruins { scope = protected; vehicleClass = "Ruins"; model = "\ca\buildings\ruins\dum_istan4_big_ruins"; displayName = "buildingXX_Ruins"; }; class Land_buildingXX : House { model = "\opxbuildings\buildingXX"; displayName = "BuildingXX"; armor = 700; class DestructionEffects : DestructionEffects { class Ruin1 { simulation = "ruin"; type = "\ca\buildings\ruins\dum_istan4_big_ruins.p3d"; position = ""; intensity = 1; interval = 1; lifeTime = 2; }; }; }; }; See any errors? Q Could you be more specific? -edit- OKAY....... Seems this code actually DOES work on multiple buildings, BUT for some unknown reason not the Police station... hmmm. I'm wondering if it could be related to the component limit exceeded, does anyone know what the component limit for an objects is and could this be the cause? -2nd edit- Hmm, I looked at the BI sample MLODs and it looks like the hotel has craploads of components so I doubt this is what's causing it.. I guess I'll just have to keep looking until I see something that's not correlating between the working and non working building(s). -3nd edit- Okay I got it working, I think it was some conflicting named properties or something.. not sure. Thanks everyone, especially Bravo6. Share this post Link to post Share on other sites
bravo 6 0 Posted August 5, 2008 See any errors? I see no errors, but im no expert on the codes The one that i gave makes sense to my head, that all. Im glad it works because i have not test it yet. (need to finish my 2nd model ) -edit- OKAY....... Seems this code actually DOES work on multiple buildings, BUT for some unknown reason not the Police station... hmmm. I'm wondering if it could be related to the component limit exceeded, does anyone know what the component limit for an objects is and could this be the cause? I think you can have only 99 Components, ie, Component01 until Component99, Right? Quote[/b] ]Object must be named ComponentXX (where XX is a consecutive number between 01 and 99). Source Okay I got it working, I think it was some conflicting named properties or something.. not sure. Im glad you made it work. But would be important if you identify the error, if you can post the reason, please Share this post Link to post Share on other sites