Building Land Classes

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The building ruins system introduced in Armed Assault is quite different from the one in Operation Flashpoint. In Operation Flashpoint, a destroyed building saw its vertices moved, twisting its 3D model as well as its collision LOD - making this a very cheap but improvable system.

In Armed Assault, the original building moves under the terrain to simulate collapsing; the damage also changes from 1 back to 0.
Destroyed Buildings that used the DestructEngine type will vaporise (dissappear) unless a ruins model is associated with them.

The class needs to be called Land_xxx for ruins to work.
Armed Assault
The class needs to be called Land_xxx for building animations to work in Armed Assault; this is not true for later titles. See the How to ensure doors are working for more information.

The old, simple Operation Flashpoint format:

class CfgVehicles
{
	class House;
	class MyHouse : House
	{
		/* ... */
	};
};

The new, advanced format:

class CfgVehicles
{
	class Ruins; // required for the ruin model
	class NonStrategic;
	class House : NonStrategic
	{
		class DestructionEffects; // re-declaration is needed
	};

	class Land_MyRuinedHouseModel : Ruins	// note the Land_ prefix
	{
		scope = 1;	// protected scope - not shown in editor
		displayname = "My House Ruins";
		model = \some\ruinedBuilding\MyRuinedHouseModel;	// .p3d extension is optional - note that the Land_ prefix is not required
	};
	class Land_MyHouse : House	// note the Land_ prefix
	{
		/* ... */
		class DestructionEffects : DestructionEffects
		{
			class Ruin1
			{
				simulation = "ruin";
				type= \some\path\MyRuinedHouseModel;		// .p3d extension is optional - note that the Land_ prefix is not required
				position = "";
				intensity = 1;
				interval = 1;
				lifeTime = 1;
			};
		};
	};
};


How to ensure doors are working

In order to make sure animated doors are working when the building is baked into the map as well as when the building is placed in the editor the building class must be named as follows: class Land_p3dName</span> and model = p3dName</span>;

class house_f;	// almost always 
class land_my_great_building : house_f
{
	model = "\some\location\my_great_building.p3d";
	// the rest does not matter
};
Note that land classes can be had for other p3d class 'types', and they are optional. But if the unique and very special properties of class=house is needed, a land_xx must go with it.

And for these animations to happen at all either in the in-game editor or otherwise, the p3d has to have it is geolod property set to class=house as a minimum. There are other, less used, animation class types, such as housesimulated and fuelstation but using class=house is the basic, safest way to have doors to open.


A land_xx trigger list of all objects used on the map that *need* land classes to operate correctly is automatically baked into that wrp by pboProject. (Geolod class=house is the prime candidate, but there are other much less used class= types of which pboProject also takes care.)

If doors still will not open, then you do not have that Land_xx class in any config.bin/CfgVehicles in the game. Under those circumstances, it is up to you to create one.