The Land xx class: Difference between revisions
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{{DISPLAYTITLE:The Land_''xx'' class}} | {{DISPLAYTITLE:The Land_''xx'' class}} | ||
{{Wiki|merge|Building Land Classes}} | |||
The very first, and very infamous misunderstanding is that an animated building opens doors when placed in the game editor but does not when baked into a map (wrp). | |||
For this magic to happen, you '''must''' have <tt>class '''Land_'''{{Color|darkorange|p3dName}}</tt> and <tt>model = {{Color|darkorange|p3dName}};</tt> - that is it! | |||
<syntaxhighlight lang="cpp"> | |||
class house_f; // almost always | |||
class land_my_great_building : house_f | |||
{ | |||
model=\some\location\my_great_building.p3d; | |||
// the rest does not matter | |||
}; | |||
</syntaxhighlight> | |||
{{Feature|informative|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 <tt>class{{=}}house</tt> 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 <tt>class=house</tt> as a minimum. There are other, less used, animation class types, such as <tt>housesimulated</tt> and <tt>fuelstation</tt> but using <tt>class=house</tt> is the basic, surest 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 <tt>class=house</tt> is the prime candidate, but there are other much less used class= types of which [[pboProject]] also takes care.) | |||
if doors (eg) still won't open, then you don't have that land_xx class in any config.cfgVehicles in the game. Under those circumstances, it is up to you to create one. | |||
{{GameCategory|arma1|Addon Configuration}} | {{GameCategory|arma1|Addon Configuration}} | ||
{{GameCategory|arma1|Terrain Editing}} | {{GameCategory|arma1|Terrain Editing}} |
Revision as of 18:10, 17 July 2021
The very first, and very infamous misunderstanding is that an animated building opens doors when placed in the game editor but does not when baked into a map (wrp).
For this magic to happen, you must have class Land_p3dName and model = p3dName; - that is it!
class house_f; // almost always
class land_my_great_building : house_f
{
model=\some\location\my_great_building.p3d;
// the rest does not matter
};
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, surest 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 (eg) still won't open, then you don't have that land_xx class in any config.cfgVehicles in the game. Under those circumstances, it is up to you to create one.