
Originally Posted by
Icewindo
Hi,
I have some issues with custom buildings on my map. Plainly they don't appear at the map (the black/white ingame map) like BIS buildings do (little boxes).
Is there something I have to add to the config of the units to make them appear? I tried to base my buildings config on ArmA2 buildings, but that didn't seem to help either.
Any thoughts appreciated

.
Config for my buildings:
Code:
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSidUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7
#define true 1
#define false 0
#define private 0
#define protected 1
#define public 2
class CfgPatches
{
class ice_egypt_struct_patch
{
units[] = {};
weapons[] = {};
requiredVersion = 1.00;
};
};
class cfgVehicleClasses
{
class ice_egypt_struct_class
{
displayName = "Egyptian Objects";
};
};
class CfgVehicles
{
class All{};
class Static:All{};
class building: Static{};
class Strategic: building{};
class NonStrategic: building{};
class HouseBase : NonStrategic{};
class House : HouseBase{};
class ice_obelisk: NonStrategic
{
scope = 1;
vehicleclass="ice_egypt_struct_class";
displayName="Obelisk (Large)";
model="\ice_egypt_structure\obelisk_large.p3d";
destrType="DestructNo";
};
class ice_obelisk2: NonStrategic
{
scope = 1;
vehicleclass="ice_egypt_struct_class";
displayName="Obelisk (Small)";
model="\ice_egypt_structure\obelisk_small.p3d";
destrType="DestructNo";
};
class ice_lion: NonStrategic
{
scope = 1;
vehicleclass="ice_egypt_struct_class";
displayName="Lion Statue";
model="\ice_egypt_structure\lion.p3d";
destrType="DestructNo";
};
class ice_house: House
{
scope = 1;
vehicleclass="ice_egypt_struct_class";
displayName="House 1";
model="\ice_egypt_structure\house.p3d";
destrType="DestructNo";
};
class ice_templelarge: House
{
scope = 1;
vehicleclass="ice_egypt_struct_class";
displayName="Temple";
model="\ice_egypt_structure\temple_large.p3d";
destrType="DestructNo";
};
class ice_ruins: House
{
scope = 1;
vehicleclass="ice_egypt_struct_class";
displayName="Ruins";
model="\ice_egypt_structure\ruins.p3d";
destrType="DestructNo";
};
class ice_ruinsWall: House
{
scope = 1;
vehicleclass="ice_egypt_struct_class";
displayName="Ruins - Wall";
model="\ice_egypt_structure\ruin_wall.p3d";
destrType="DestructNo";
};
class ice_ruinsColumn: House
{
scope = 1;
vehicleclass="ice_egypt_struct_class";
displayName="Ruins - Column";
model="\ice_egypt_structure\ruin_column.p3d";
destrType="DestructNo";
};
class ice_ruinsPodest: NonStrategic
{
scope = 1;
vehicleclass="ice_egypt_struct_class";
displayName="Podest";
model="\ice_egypt_structure\podest.p3d";
destrType="DestructNo";
};
class ice_ruinsTower: House
{
scope = 1;
vehicleclass="ice_egypt_struct_class";
displayName="Ruin - Tower";
model="\ice_egypt_structure\ruin_tower.p3d";
destrType="DestructNo";
};
class ice_ruinsGate: House
{
scope = 1;
vehicleclass="ice_egypt_struct_class";
displayName="Ruin - Gate";
model="\ice_egypt_structure\ruins_gate.p3d";
destrType="DestructNo";
};
};
If you mean when you put the building in vistor, save the project as a .wrp and then load it in game and the little gray boxes dont show up on the map then this has nothing to do with the config.
You have to add named properties to the model in oxygen.
to do this you have to bring up the named properties window by going to Window > Named Properties. This will bring up the window.
Now double click the Geometry LOD
Now right click on the white space inside the window and click new.

Another window will open.
Under Name: type Class and under Value: type House. Then click OK.

Now again right click in the white space and select New. Under Name: type Map and under Value: type House, then click OK.
If you did everything correctly it should look like this:

Now save the model and try it in game. 
For more classes look here:
Geometry (model) named property
Properties that affect whole model are written in Geometry LOD.
class for all models that get placed in Visitor.
Code:
vehicle
house
church // clock
streetLamp //light
road
treeHard (Hard mean less affected by wind than soft, so hard sways very little compared to soft)
treeSoft
bushHard
bushSoft
forest
man
Map icon definition
Code:
building
fence
house
tree
small tree
bush
forest square
forest border
forest triangle
fortress
hide
fuelstation
view-tower
hospital
church
cross
fountain
chapel
lighthouse
rock
busstop
quay
Source: http://community.bistudio.com/wiki/O...med_Selections