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).


A great deal of angst, frustration and misunderstandings surround would be map makers using animated buildings on their maps.
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!


The very first, and very infamous misunderstanding is that your animated building opens doors when you place it in the game editor, but simply does not work when you bake it into a map (wrp).
<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.}}


For this magic to happen, you '''must''' have class land_nameOfP3d  and model = NameOfp3d;
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.


It is ''that'' simple.


class house_f; // almost always
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.)
class land_my_great_building: house_f
{
    model=\some\location\my_great_building.p3d;
    ..... the rest doesn't matter
};


*Note that you can have land classes for other p3d class 'types', and they are optional. But if you wish to use the unique and very special properties of class=house, you '''must''' have a land_xx to go with it.
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.


It is ''that'' simple.
And for these animations to happen at all either in the in-game editor or otherwise, your 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 you are on pretty firm ground using class=house if you expect doors to open.
It is ''that'' simple.
----
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 that pboProject also takes care of.)
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.
See also: [[Building Land Classes]]
----
'''translations'''
'''Übersetzungen - Deutsch'''
Du sprichst kein Englisch?
Dann schau Dir die [[Deutsche Übersetzung der land_xx class]] an  --[[User:MemphisBelle|MemphisBelle]] ([[User talk:MemphisBelle|talk]]) 10:46, 12 January 2016 (CET)


{{GameCategory|arma1|Addon Configuration}}
{{GameCategory|arma1|Addon Configuration}}
{{GameCategory|arma1|Terrain Editing}}
{{GameCategory|arma1|Terrain Editing}}

Revision as of 18:10, 17 July 2021


This article has been proposed to merge with 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 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
};
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, 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.