The Land_xx class

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Revision as of 19:10, 17 July 2021 by Lou Montana (talk | contribs) (Page refresh - mimimi removal - to be merged)
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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.