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Thread: Building destruct effects

  1. #11
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    Thromp thanks a lot mate and sorry for late reply ... I'll make some tests and I'll come back with results.

    ---------- Post added at 12:35 ---------- Previous post was at 11:53 ----------

    ok I've made some tests and now I have the smoke I want so thank you very much again Thromp ... but regardless any movement I've made to the Dampos memory point in order to compensate the offset position of the ruins model, nothing changed ... is there any change to be locked in position somehow by default ?

    Also if its possible I would like to ask a way (except smoke) to produce some fire upon building destruction ... is it possible ?

  2. #12
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    Well problems are never end ... as I said thanks to Thromp I have the amount of smoke destruction effect I want ... so I decided to build my own ruin instead using one of BIS defaults ...

    I made the p3d and according (at least I believe) Thromp example I've tried to make it work ... but no !! ... my ruin model is not showing when my building falling down !! ... I can't figured out what I'm doing wrong so for one more time I'm giving the config I use ...

    class CfgPatches {

    class APLION_Buildings {
    units[] = {};
    weapons[] = {};
    requiredVersion = 1.0;
    requiredAddons[] = {"CABuildings","CABuildings2","CAData"};
    };
    };

    class CfgVehicleClasses {

    class APLION_BuildingsRuinsClass {
    displayName = "Aplion Ruins";
    };

    class APLION_BuildingsVehicleClass {
    displayName = "ApLion Houses ";
    };
    };

    class CfgVehicles {

    class HouseBase;
    class House: HouseBase
    {
    class DestructionEffects;
    };
    class All;
    class Ruins;
    class Land_build2_ruin: Ruins {
    scope = protected;
    vehicleClass = "Ruins";
    model = "APLION_buildings\build1\ruins\build2_ruin";
    displayName = "MyRuins1";
    };
    class APLION_Base_Object : House {
    scope = 0;
    side = 3;
    icon = "iconStaticObject";
    nameSound = "object";
    simulation = "house";
    picture = "pictureStaticObject";
    model="";
    sound = "Building";
    placement = "vertical";
    ladders[] = {};
    vehicleClass = "";
    displayName = "";
    coefInside = 1;
    coefInsideHeur = 0.25;
    mapSize = 7.5;
    animated = 1;
    armor = 300;
    destrType = "DestructBuilding";
    damageResistance = 0.004;

    class DestructionEffects {
    class Smoke1
    {
    simulation = "particles";
    type = "HouseDestructionSmoke";
    position = "destructionEffect1";
    intensity = 0.15;
    interval = 1;
    lifeTime = 0.10;
    };
    class Smoke2 : Smoke1
    {
    type = "HouseDestructionSmoke2";
    };
    class Smoke3 : Smoke1
    {
    type = "HouseDestructionSmoke3";
    };
    class Smoke4 : Smoke1
    {
    type = "HouseDestructionSmoke4";
    };
    class Smoke5 : Smoke1
    {
    type = "HouseDestrSmokeLong";
    };

    class DestroyPhase1 {
    simulation = "destroy";
    type = "DelayedDestruction";
    lifeTime = 0.5;
    position = "";
    intensity = 1;
    interval = 1;
    };

    class DamageAround1 {
    simulation = "damageAround";
    type = "DamageAroundHouse";
    position = "";
    intensity = 1;
    interval = 1;
    lifeTime = 1;
    };
    };
    };

    class APLION_Housebase : APLION_Base_Object {
    scope = 1;
    model = "";
    icon = "";
    displayName = "";
    animated = 1;
    vehicleClass = "APLION_BuildingsVehicleClass";
    nameSound = "house";
    accuracy = 0.2;
    typicalCargo[] = {};
    transportAmmo = 0;
    transportRepair = 0;
    transportFuel = 0;
    mapSize = 11;
    cost = 0;
    armor = 800;
    /*extern*/ class DestructionEffects;
    };

    class Land_build2: APLION_Housebase {
    model = "APLION_buildings\Build1\build2.p3d";
    displayName = "Diorofo #1";
    nameSound = "";
    mapSize = 8;
    icon = "iconStaticObject";
    accuracy = 1000;
    armor = 200;
    position = "vertical";
    destrType = "DestructBuilding";
    scope = 2;
    class DestructionEffects : DestructionEffects
    {
    class Ruin1
    {
    simulation = "ruin";
    /*type = "ca\structures\ruins\ruin_01"; */
    type = "APLION_buildings\build1\ruins\build2_ruin";
    position = "Dampos";
    intensity = 1;
    interval = 1;
    lifeTime = 1;
    };

    };

    class Hitglass
    {
    armor = 0.0005;
    material = -1;
    name = "tzamia";
    visual = "";
    passThrough = 0;
    convexComponent = "tzamia";
    };

    class AnimationSources {

    class door_button1 {
    source = "user";
    animPeriod = 1.5;
    initPhase = 0;
    };
    class door_button2 {
    source = "user";
    animPeriod = 1.5;
    initPhase = 0;
    };
    };

    class UserActions
    {
    class Open_door
    {
    displayName="Open Door";
    onlyforplayer = 0;
    position="door_button1";
    radius=2;
    condition="this animationPhase ""door_button1"" < 0.5";
    statement="this animate [""door_button1"", 1]";
    };
    class Close_Door : Open_door
    {
    displayName="Close Door";
    condition="this animationPhase ""door_button1"" >= 0.5";
    statement="this animate [""door_button1"", 0]";
    };
    class Open_door2
    {
    displayName="Open Door";
    onlyforplayer = 0;
    position="door_button2";
    radius=2;
    condition="this animationPhase ""door_button2"" < 0.5";
    statement="this animate [""door_button2"", 1]";
    };
    class Close_Door2 : Open_door2
    {
    displayName="Close Door";
    condition="this animationPhase ""door_button2"" >= 0.5";
    statement="this animate [""door_button2"", 0]";
    };
    };
    };
    };

  3. #13
    you can simply use my config if you wish and rename apilon

    look in arma.rpt it will show you exact erro , it might just be simple path error mate

  4. #14
    Gunnery Sergeant
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    But Thromp have a better look ...

    I have already defined ...

    class Ruins;
    class Land_build2_ruin: Ruins {
    scope = protected;
    vehicleClass = "Ruins";
    model = "APLION_buildings\build1\ruins\build2_ruin";
    displayName = "MyRuins1";
    };
    and after that in my model ...

    class DestructionEffects : DestructionEffects
    {
    class Ruin1
    {
    simulation = "ruin";
    /*type = "ca\structures\ruins\ruin_01"; */
    type = "APLION_buildings\build1\ruins\build2_ruin";
    position = "Dampos";
    intensity = 1;
    interval = 1;
    lifeTime = 1;
    };

    };
    isn't enough ? or I missed something ?

  5. #15
    sorry mate didnt see on ipad , on pc now
    check arma.rpt after blow house and then show here what it says

    only thing i see is this

    class HouseBase;
    class House: HouseBase
    {
    class DestructionEffects;
    };
    class All; <<<<<<<<<<<<<<<<< hmmm
    class Ruins;
    class all would come before house so you are maybe changiung inheritance and lose something , wild guess

    try like this

    class HouseBase; // External class reference

    class House : HouseBase {
    class DestructionEffects; // External class reference
    };
    class Ruins; // External class reference
    Last edited by Thromp; Feb 18 2012 at 14:06.

  6. #16
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    Nope ... I have removed the "class All;" but still nothing ....

  7. #17
    hmmm in baseobject
    change
    class APLION_Base_Object : House {
    scope = 0;
    change
    to
    scope = 1;

    also pls put here arma.rpt

  8. #18
    Gunnery Sergeant
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    Because I'm running some more addons at same time it will be difficult to give here the whole RPT ... so I found and giving the error regarding the ruins model (from RPT inside).

    Cannot create entity with abstract type Land_build2_ruin (scope = private?)
    Cannot create non-ai vehicle Land_build2_ruin,aplion_buildings\build1\ruins\bui ld2_ruin.p3d
    Failed ruin creation: type Land_build2_ruin


    ---------- Post added at 15:28 ---------- Previous post was at 15:22 ----------

    Quote Originally Posted by Thromp View Post
    hmmm in baseobject
    change

    change
    to
    scope = 1;

    also pls put here arma.rpt
    Nope ... the "scope" value didn't change anything ... unfortunatelly ..

  9. #19
    hmm try change this
    /*extern*/ class DestructionEffects;

    to
    class DestructionEffects : DestructionEffects {};

    or

    class DestructionEffects : DestructionEffects
    {

    class Ruin1
    {
    simulation = "ruin";
    /*type = "ca\structures\ruins\ruin_01"; */
    type = "APLION_buildings\build1\ruins\build2_ruin";
    position = "Dampos";
    intensity = 1;
    interval = 1;
    lifeTime = 1;
    };


    };

  10. #20
    Gunnery Sergeant
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    but if I'll do this then I'll not have class DestructionEffects defined !!

    Sorry I'm not sure that I can understand what and where exactly must change something ...

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