BadBenson 0 Posted December 17, 2008 i was wondering how one can make collapsed buildings leave debris. the building collapses if one defines the destructtype as destructbuiling but what do i have to add to make the building leave a custom debris model?! thx in advance BB this is what i've got so far... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 class CfgPatches { class BaBe_Compound1 { units[] = {"","BaBe_Compound1"}; weapons[] = {""}; worlds[] = {""}; requiredVersion = 0.1; requiredAddons[] = {"CABuildings"}; }; }; class cfgVehicleClasses { class BaBe_Compound1 { displayName = "BaBe_Compound1"; }; }; class CfgVehicles { class Thing; class Building; class Strategic; class NonStrategic : Building { class DestructionEffects; }; class HouseBase; class Land_VASICore; class House : HouseBase { class DestructionEffects; }; class BaBe_Compound1:House { scope = public; Armor = 1000; model = "\BaBe_buildings\BaBe_Compound1.p3d"; displayName = "BaBe_Compound1"; VehicleClass = "BaBe_Compounds"; destrType="DestructBuilding"; }; }; Share this post Link to post Share on other sites
.kju 3245 Posted December 17, 2008 aside from your prob <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">units[] = {"BaBe_Compound1"}; weapons[] = {}; //worlds[] = {}; // not needed Quote[/b] ]class CfgVehicles{ class HouseBase; class House: HouseBase { class DestructionEffects; }; class Land_BaBe_Compound1: House { scope = public; Armor = 1000; model = "\BaBe_buildings\BaBe_Compound1.p3d"; displayName = "BaBe_Compound1"; VehicleClass = "BaBe_Compounds"; destrType="DestructBuilding"; }; }; Share this post Link to post Share on other sites
BadBenson 0 Posted December 17, 2008 not what i asked for but surely still very helpful. thx for cleaning my mess...appreciated. Share this post Link to post Share on other sites
bravo 6 0 Posted December 17, 2008 This subject was already discussed in the passed. Heres what you looking for: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> 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;     class Land_building1_Ruins : Ruins {         scope = protected;         vehicleClass = "Ruins";         model = "\ca\buildings\ruins\dum_istan4_big_ruins";         displayName = "building1_Ruins";     };     class Land_building1 : House {         model = "\YourMap\buildings\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;             };         };     };     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 = "\YourMap\buildings\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;             };         };     }; } Share this post Link to post Share on other sites
BadBenson 0 Posted December 17, 2008 didn't test it yet but thx. i saw the thread but couldn't get anything out of it since the fact that it was for multiple buildings produced lots of code which confused me. so there actually was a reason i brought this up again. thx again i'll post later when i tested it. Share this post Link to post Share on other sites
BadBenson 0 Posted December 20, 2008 k i tested it and for some reason this code makes the BISruinmodel work fine but u can't just replace the path and use a custom ruinmodel even if it's set up properly in o2. but thx anyways. this'll do it fir now. Share this post Link to post Share on other sites
opteryx 1562 Posted December 20, 2008 I haven't tried custom debris models, but check out my opxbuildings cpp http://pastebin.com/m6b9d9995 Share this post Link to post Share on other sites
BadBenson 0 Posted December 22, 2008 thx man...but i got it already working with bisruins. i really wanna use a custom model but i couldn't find any addon which uses non-bis-ruins but if someone knows any pls tell me so i can look at it. BB Share this post Link to post Share on other sites