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Only complete list i know is IF_allinone.cpp by kju. You´ll need to look through the raw config, but it´s easy enough to do.

Under "class cfgMagazines" there´s all magazines, "class cfgVehicles" are units and vehicles, "class cfgWeapons" self explanatory :)

Find it on Devheaven -> Community Bible section, think you must be registered to download:

https://dev-heaven.net/projects/cmb/repository/revisions/df22c3917e8a272444345de071d9f950ac712f31/entry/configs/IF/unformatted/allInOne.cpp

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Hello there

Thank you for that, another link I followed to it said I didn't have permission to see/dl it, hopefully I'll be able to grab this one. (Although I seem to be having issues grabbing it now... hmmm)

UPDATE: got it! it just took a few minutes to connect or initialise the transfer.

Rgds

LoK

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Yes, me too. I am trying to find out the class name of the pontoon bridge object "\LIB\ponton\ponton_bridge.p3d" for use in SQF scripting for IFA2. I have tried to guess but have had no luck so far.

 

Any suggestions?

 

Cheers,

Madbilly

 

PS: I tried the DH link but it timed out.

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not every terrain object has a class name. if you need it for scripting or such, you have to make a simple config for it.

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Aha! Thanks kju, I will do some reading on what the config should have. Just for background, I am using KillZoneKid's bridge script to place bridges in missions, and having the pontoons available would add good variety.

 

Cheers,

Madbilly / 4S

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Here is what I put in my terrain config.cpp:

class cfgVehicles
{		
	class house;
	class Land_lib_ponton_bridge: House
	{
		armor = 150;
		model = "\lib\ponton\ponton_bridge";
		destrType = "DestructDefault";
		scope = 1;
	};
	class Land_lib_ponton_apparel: House
	{
		armor = 150;
		model = "\lib\ponton\ponton_apparel1";
		destrType = "DestructDefault";
		scope = 1;
	};
};

I built the terrain with no problems. But when I try to place "Land_lib_ponton_bridge" on the map in a mission init.sqf it doesn't appear. By contrast, "Land_nav_pier_m_2" works just fine in the same init.sqf file.

 

Stumped for now, I will sleep on it.

 

Cheers,

Madbilly

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Land_P3dName - yet that should be unrelated

Post your script call and the errors you get in rpt

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OK, fixed and working. The problem was that I had used a z-elevation that was too low! :rolleyes:

 

The terrain config.cpp file contains:

class cfgVehicles
{		
	class house;
	class Land_ponton_bridge: House
	{
		armor = 150;
		model = "\lib\ponton\ponton_bridge";
		destrType = "DestructDefault";
		scope = 1;
	};
	class Land_ponton_apparel1: House
	{
		armor = 150;
		model = "\lib\ponton\ponton_apparel1";
		destrType = "DestructDefault";
		scope = 1;
	};
};

This builds fine using Visitor3 and pboProject. Then I generate the bridges in a mission file using the following code in init.sqf:

if (isNil "oneTime") then {
	oneTime = true;

	// fnc_bridgeA2
	// parameters: [startingPosition, direction, objectClass, repeats, offsetX, offsetY, offsetZ]
	fnc_bridgeA2 = {
		private ["_start","_obj"];
		_start = createVehicle [
			_this select 2,
			_this select 0,
			[],
			0,
			"CAN_COLLIDE"
		];
		_start setVectorUp [0,0,1];
		_start setDir (_this select 1);
		_start setPosATL (_this select 0);
		for "_i" from 1 to (_this select 3) do {
			_obj = createVehicle [
				_this select 2,
				_this select 0,
				[],
				0,
				"CAN_COLLIDE"
			];
			_obj attachTo [_start, [
				_i*(_this select 4),
				_i*(_this select 5),
				_i*(_this select 6)
			]];
		};
	};
    
        // a big Arma2 concrete bridge on pylons, with metal railings
	[ 
		[4156,3636,-1.7],
		2,
		"Land_nav_pier_m_2",
		3,
		40,
		0,
		0
	] call fnc_bridgeA2;

        // an Iron Front pontoon bridge
	[ 
		[4156,3600,1.2],
		92,
		"Land_ponton_bridge",
		3,
		0,
		38.45,
		0
	] call fnc_bridgeA2;

};

And here is the screenshot evidence that they work fine in my scripted terrain (with a Kubelwagen driven onto the pontoons):

pontoon.jpg

 

 

Many thanks to Killzone_Kid's bridge script and to .kju's gentle nudges in the right direction on configuring a class for the pontoons.

 

Cheers,

Madbilly

  • Like 1

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