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Thread: Static Barrier Config

  1. #1

    Static Barrier Config

    Hello gentlemen:

    After making a tutorial addon, I decided I would try and make something with some mild useful-ness. I built and textured a TBarrier. When I put it in game as classed as "Thing" although it weighed over 2000KG any car, or even bullets could knock it over, and push it. I need it so it does not move at all, and can take substantial punishment before falling over. I tried this on my config, but to no avail. I cannot find it anywhere in the editor under this setting.

    PHP Code:
    class CfgPatches
    {
        class 
    DAR_Wall
        
    {
            
    units[] = {"DAR_Wall"};
            
    weapons[] = {};
            
    requiredVersion 0.1;
            
    requiredAddons[] = {"CAData"};
        };
    };
    class 
    CfgVehicles
    {
        class Static;
        class 
    DAR_Wall: Static
        {
            
    scope 2;
            
    displayName "TBarrier Wall";
            
    model "\DAR_TBar\DAR_TBar.p3d";
            
    armor 200000;
        };
    }; 
    Thank you.

  2. #2
    destrType = "DestructNo"; (no damage) or
    destrType = "DestructBuilding"; (then you can see the black dots, if the bulletts hit your target

    and i mean you have to do
    Code:
    class CfgVehicles
    {
        class Static;
        class Land_DAR_Wall: Static 
    ....
    };
    And dont forget to set a "mass" in the geo-lod!! How to do look here: http://community.bistudio.com/wiki/M...#Geometry_LOD:

  3. #3
    Hello, and thank you for the response. I set a mass of like.. 10k kgs in the Geo LOD while making, didn't seem to make a difference. I shall try this solution and see how it works.

    ---------- Post added at 14:46 ---------- Previous post was at 14:40 ----------

    Quote Originally Posted by RichardsD View Post
    Hello, and thank you for the response. I set a mass of like.. 10k kgs in the Geo LOD while making, didn't seem to make a difference. I shall try this solution and see how it works.
    Alright.. I've taken a slightly different direction with the config, and although I incorporated your fixes, I STILL cannot find the silly thing in the editor!!

    Posting config again..

    PHP Code:
    class CfgPatches {
        class 
    dar_objects {
            
    units[] = {"DAR_Wall"};
            
    weapons[] = {""};

        };
    };

    class 
    cfgVehicleClasses {
        class 
    dar_objects {
            
    displayName "DAR Objects";
        };
    };

    class 
    CfgVehicles {
        class 
    House;
        
    class 
    DAR_WallHouse {
        
    vehicleClass "dar_objects";
        
    accuracy 0.2;    // accuracy needed to recognize type of this target
        
    scope = public;
        
    simulation "House";
        
    camouflage 10;    // how dificult to spot - bigger - better spotable
        
    Audible 10;    // audible - bigger - better heard
        
    mapSize 0.2;
        
    cost 1000;

            
    // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types
        
    threat[] = {111};
            
            
    armor 5000;
        
    irtarget false;
        
    destrType "DestructNo";
        
    lasertarget false;
        
    side TCivilian;
        
    displayName "T Barrier";
        
    animated false;
        
    model "\dar_objects\DAR_TBar.p3d";
        };
    }; 

  4. #4
    Change it to

    class CfgVehicleClasses {
    class dar_objectsVehicleClass {
    displayName = "DAR Objects";
    };


    {
    class house; //loading the basics
    class Land_DAR_Wall : House
    {
    vehilceClass = "dar_objects"; // that shows the defined name in cfgvehilceclass >> DAR Objects<<
    model="xxx\xxx\dar_wall.p3d"; // thats the folder to your model
    display = "DAR Wall"; // that shows you DAR WALL if you have open DAR Objects
    ...
    };
    Last edited by Drunken Officer; Aug 8 2012 at 19:16.

  5. #5
    So, like this?


    PHP Code:
    class Land_DAR_WallHouse {
        
    vehicleClass "dar_objects"
    (Omitted rest of config above and below line 18)

    that shows the defined name in cfgvehilceclass

    wait,, what? I need to define this custom or something?

    [hr]

    How does this look?

    PHP Code:
    class CfgPatches {
        class 
    dar_objects {
            
    units[] = {"DAR_Wall"};
            
    weapons[] = {""};

        };
    };

    class 
    CfgVehicleClasses {
    class 
    dar_objectsVehicleClass {
    displayName "DAR Objects";
    };
    };

    {
    class 
    house//loading the basics
    class Land_DAR_Wall House
    {
    vehilceClass "dar_objects"// that shows the defined name in cfgvehilceclass >> DAR Objects<<
    model="xxx\xxx\dar_wall.p3d"// thats the folder to your model
    display "DAR Wall"// that shows you DAR WALL if you have open DAR Objects

    };
    };

    class 
    CfgVehicles {
        class 
    House;
        
    class 
    DAR_WallHouse {
        
    vehicleClass "dar_objects";
        
    accuracy 0.2;    // accuracy needed to recognize type of this target
        
    scope = public;
        
    simulation "House";
        
    camouflage 10;    // how dificult to spot - bigger - better spotable
        
    Audible 10;    // audible - bigger - better heard
        
    mapSize 0.2;
        
    cost 1000;

            
    // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types
        
    threat[] = {111};
            
            
    armor 5000;
        
    irtarget false;
        
    destrType "DestructNo";
        
    lasertarget false;
        
    side TCivilian;
        
    displayName "T Barrier";
        
    animated false;
        
    model "\dar_objects\DAR_TBar.p3d";
        };
    }; 
    Last edited by RichardsD; Aug 8 2012 at 19:21.

  6. #6
    Try this

    PHP Code:
    class CfgPatches
    {
        class 
    dar_objects
        
    {
            
    units[] = {"DAR_Wall"};
            
    weapons[] = {};
            
    requiredVersion 0.1;
            
    requiredAddons[] = {"CAData"};
        };
    };

    class 
    CfgVehicleClasses
    {
        class 
    dar_objects
        
    {
            
    displayName "DAR Objects";
        };
    };

    class 
    CfgVehicles
    {
        class 
    House;
        class 
    DAR_WallHouse//Wall
        
    {
            
    scope 2;
            
    displayName "T Barrier";
            
    vehicleClass "dar_objects";
            
    model "\dar_objects\DAR_TBar.p3d";
            
    mapSize 0.2;
            
    cost 1000;
            
    armor 5000;
            
    destrType "DestructNo";
        };
    }; 

  7. #7
    Thank you both for the assistance!

    I'm currently putting the final finishes on my first addon.. Once I figure out how to make keys I will distribute my first addon!

    I'll get some photos soon..

  8.   This is the last Developer post in this thread.   #8
    Q's example is nearly 100% correct. Please, always when you create objects, use the LAND_ tag, it will make it easier for terrain makers to use your objects if they wish to.

    Code:
        class land_DAR_TBar: House//Wall 
        { 
            scope = 2; 
            displayName = "T Barrier"; 
            vehicleClass = "dar_objects"; 
            model = "\dar_objects\DAR_TBar.p3d"; 
            mapSize = 0.2; 
            cost = 1000; 
            armor = 5000; 
            destrType = "DestructNo"; 
        };
    That's it.

    To recap, use "LAND_" and then suffix it with your .p3d's name, but without the .p3d extension.

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