The Land xx class: Difference between revisions

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{{DISPLAYTITLE:The Land_''xx'' class}}
#redirect [[Building Land Classes]]
{{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|Terrain Editing}}

Revision as of 09:32, 13 August 2021