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

	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;
				};
			};
		};
	};
};