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BadBenson

How do i make destroyed buildings leave debris?!

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i was wondering how one can make collapsed buildings leave debris. the building collapses if one defines the destructtype as destructbuiling but what do i have to add to make the building leave a custom debris model?!

thx in advance BB

this is what i've got so far...

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define ReadAndWrite 0

#define ReadAndCreate 1

#define ReadOnly 2

#define ReadOnlyVerified 3

#define private 0

#define protected 1

#define public 2

#define true 1

#define false 0

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

class CfgPatches

{

class BaBe_Compound1

{

units[] = {"","BaBe_Compound1"};

weapons[] = {""};

worlds[] = {""};

requiredVersion = 0.1;

requiredAddons[] = {"CABuildings"};

};

};

class cfgVehicleClasses

{

class BaBe_Compound1

{

displayName = "BaBe_Compound1";

};

};

class CfgVehicles

{

class Thing;

class Building;

class Strategic;

class NonStrategic : Building

{

class DestructionEffects;

};

class HouseBase;

class Land_VASICore;

class House : HouseBase

{

class DestructionEffects;

};

class BaBe_Compound1:House

{

scope = public;

Armor = 1000;

model = "\BaBe_buildings\BaBe_Compound1.p3d";

displayName = "BaBe_Compound1";

VehicleClass = "BaBe_Compounds";

destrType="DestructBuilding";

};

};

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aside from your prob

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">units[] = {"BaBe_Compound1"};

weapons[] = {};

//worlds[] = {}; // not needed

Quote[/b] ]class CfgVehicles

{

class HouseBase;

class House: HouseBase

{

class DestructionEffects;

};

class Land_BaBe_Compound1: House

{

scope = public;

Armor = 1000;

model = "\BaBe_buildings\BaBe_Compound1.p3d";

displayName = "BaBe_Compound1";

VehicleClass = "BaBe_Compounds";

destrType="DestructBuilding";

};

};

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not what i asked for but surely still very helpful. thx for cleaning my mess...appreciated. smile_o.gif

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This subject was already discussed in the passed.

Heres what you looking for:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class CfgVehicles

{

       class Thing;

       class Building;

       class Strategic;

       class NonStrategic: Building

       {

               class DestructionEffects;

       };

       class HouseBase;

       class Land_VASICore;

       class House : HouseBase

       {

               class DestructionEffects;

       };

       class Ruins;

       class Land_building1_Ruins : Ruins {

               scope = protected;

               vehicleClass = "Ruins";

               model = "\ca\buildings\ruins\dum_istan4_big_ruins";

               displayName = "building1_Ruins";

       };

       class Land_building1 : House {

               model = "\YourMap\buildings\building1";

               displayName = "Building1";

               armor = 700;

               class DestructionEffects : DestructionEffects {

                       class Ruin1 {

                               simulation = "ruin";

                               type = "\ca\buildings\ruins\dum_istan4_big_ruins.p3d";

                               position = "";

                               intensity = 1;

                               interval = 1;

                               lifeTime = 2;

                       };

               };

       };

       class Land_building2_Ruins : Ruins {

               scope = protected;

               vehicleClass = "Ruins";

               model = "\ca\buildings\ruins\dum_istan4_big_ruins";

               displayName = "building2_Ruins";

       };

       class Land_building2 : House {

               model = "\YourMap\buildings\building2";

               displayName = "Building2";

               armor = 700;

               class DestructionEffects : DestructionEffects {

                       class Ruin1 {

                               simulation = "ruin";

                               type = "\ca\buildings\ruins\dum_istan4_big_ruins.p3d";

                               position = "";

                               intensity = 1;

                               interval = 1;

                               lifeTime = 2;

                       };

               };

       };

}

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didn't test it yet but thx. i saw the thread but couldn't get anything out of it since the fact that it was for multiple buildings produced lots of code which confused me.

so there actually was a reason i brought this up again.

thx again i'll post later when i tested it.

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k i tested it and for some reason this code makes the BISruinmodel work fine but u can't just replace the path and use a custom ruinmodel even if it's set up properly in o2.

but thx anyways. this'll do it fir now.

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thx man...but i got it already working with bisruins. i really wanna use a custom model but i couldn't find any addon which uses non-bis-ruins but if someone knows any pls tell me so i can look at it.

BB

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