Building Land Classes: Difference between revisions

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   class '''Land_'''MyHouse'''_Ruins''' :Ruins
   class '''Land_'''MyHouse'''_Ruins''' :Ruins
   {
   {
     scope=private; // hide this stuff from embarrassment
     scope=protected; // yes folks, even tho this model might only be local in scope
     model = \some\idiotic\rubble\MyHouse'''_Ruins.p3d''';
                    // the engine can't find it
    displayname=Rubble;// at least call it something sensible when it shows
     model = \some\idiotic\rubble\MyHouse'''_Ruins'''.p3d;
   };
   };
   class '''Land_'''MyHouse: House
   class '''Land_'''MyHouse: House
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       {
       {
         simulation = "ruin"; // bis broke most of their simulations. but this one works
         simulation = "ruin"; // bis broke most of their simulations. but this one works
         type= \some\idiotic\rubble\MyHouse'''_Ruins.p3d''';// one can only guess why a repeat is necessary
         type= \some\idiotic\rubble\MyHouse'''_Ruins'''.p3d;// one can only guess why a repeat is necessary
         position = "";
         position = "";
         intensity = 1;
         intensity = 1;

Revision as of 13:32, 1 June 2010

Destroyed Buildings that used the DestructEngine type will vaporise (dissappear) unless a ruin model is associated with them.

In OFP we had a rather nice rendition of the bulding after destruction, that, in itself, was useful, visual, and usable for some missions (The Award winning Abandoned Armies eg).

In Arma, we have an un-asked for, and quite idiotic piece of rubble at best, or nothing at all, at worst.

To further confuse matters BIS choose to call this nonsense 'ruins', rubble would be more appropriate, since there are also genuine ruins in the game. (Helfenburks eg)

Even worse, a building that is replaced by a ruin comes alive again. It's damage is no longer one. Making target scripting moot.

To further complicate the issue, any building that needs a ruin replacement (what doesn't?) must be called a Land_xyz class. Why this should be can only depend on what you're smoking at the time.

To whit:

standard building declaration that no longer works

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

Shiny new idiocy

class CfgVehicles
{
 class Ruins; // required for the ruin model
 class NonStrategic;
 class House: NonStrategic {class DestructionEffects; }; // ie a completely stupid re-declaration of what should not have to be known.
                                                         // the extern declarations were supposed to remove this sillyness but BIS as usual broke their own rules
                                                         // then changed the rules to suit, and finally forgot what they were for.
 class Land_MyHouse_Ruins :Ruins
 {
   scope=protected; // yes folks, even tho this model might only be local in scope
                    // the engine can't find it
   displayname=Rubble;// at least call it something sensible when it shows
   model = \some\idiotic\rubble\MyHouse_Ruins.p3d;
 };
 class Land_MyHouse: House
 {
     ... usual stuff followed by ...
  class DestructionEffects: DestructionEffects
  {
     class Ruin1
     {
       simulation = "ruin"; // bis broke most of their simulations. but this one works
       type= \some\idiotic\rubble\MyHouse_Ruins.p3d;// one can only guess why a repeat is necessary
       position = "";
       intensity = 1;
       interval = 1;
       lifeTime = 1;
     };
   };
 };