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Building destruct effects


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aplion
aplion

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Posted 17 February 2012 - 15:36 #1

Maybe my problem has been reffered in some other topics but as far as I searched and read I haven't found any clear solution ... so here I am ...

I have a building in my map with this config below ...

class CfgPatches 		{

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

class CfgVehicleClasses {

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

class CfgVehicles {

	class HouseBase;
	class House: HouseBase	
	{
	class DestructionEffects;
	};	
	class All;
    class Ruins;	
	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 Sound {
				simulation = "sound";
				type = "DestrHouse";
				position = "destructionEffect1";
				intensity = 1;
				interval = 1;
				lifeTime = 0.05;
			};

			class DestroyPhase1 {
				simulation = "destroy";
				type = "DelayedDestruction";
				lifeTime = 2.5;
				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"; 
			position = "";
			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]";
			};
		};
	};
};

... my problem is that I want this building to have a much more dust effect when is destructed in order to give better effect during colapse and during ruins revealing period ... plus ... a way to make these ruins to be revealed in the center of my building after destruction and not at the original left place they are by default ...

Can anyone be so kind to help me on these issues as I'm totally lost ?


Please excuse my bad English and let me know if more info needed ...


Aplion

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Sealife
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Posted 17 February 2012 - 15:51 #2

hi
for position of ruin make memorry point where you want it in model and when you name Dampos

change here

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


for smoke try add (change intensity numbers maybe for results )
intensity = 0.15;
See position >> make own position again inn memory lod position = "destructionEffect1";

class Smoke1
{
simulation = "particles";
type = "HouseDestructionSmoke";
position = "destructionEffect1";
intensity = 0.15;
interval = 1;
lifeTime = 0.05;
};
class Smoke2 : Smoke1
{
type = "HouseDestructionSmoke2";
};
class Smoke3 : Smoke1
{
type = "HouseDestructionSmoke3";
};
class Smoke4 : Smoke1
{
type = "HouseDestructionSmoke4";
};
class Smoke5 : Smoke1
{
type = "HouseDestrSmokeLong";
};


this may help a little , different damage but somethings about config in there

http://forums.bistud...Damage-to-Model

Edited by Thromp, 17 February 2012 - 15:56.


Thread Starter
aplion
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Posted 17 February 2012 - 16:21 #3

Thanks Thromp ... I'll give it a try and I'll come back with results ...

---------- Post added at 16:21 ---------- Previous post was at 15:58 ----------

Thromp ... regarding this ...

class Smoke1
{
simulation = "particles";
type = "HouseDestructionSmoke";
position = "destructionEffect1";
intensity = 0.15;
interval = 1;
lifeTime = 0.05;
};
class Smoke2 : Smoke1
{
type = "HouseDestructionSmoke2";
};
class Smoke3 : Smoke1
{
type = "HouseDestructionSmoke3";
};
class Smoke4 : Smoke1
{
type = "HouseDestructionSmoke4";
};
class Smoke5 : Smoke1
{
type = "HouseDestrSmokeLong";
};


Where I must place it ... in "class DestructionEffects" instead of mine or in "class DestructionEffects : DestructionEffects" of my building ?

Replacing under the "class DestructionEffects" I had no affect so far ...

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Sealife
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Posted 17 February 2012 - 16:33 #4

cant really copy paste and see everything here,

it should go in your Base destructioneffects inside if you want all to inherit from it yes or if you just want one Particular building then inside its own


Destrcutioneffects
{

class Ruin1
{
simulation = "ruin";
type = "ca\structures\ruins\ruin_01";
position = "";
intensity = 1;
interval = 1;
lifeTime = 1;
};

class Smoke1
{
simulation = "particles";
type = "HouseDestructionSmoke";
position = "destructionEffect1";
intensity = 0.15;
interval = 1;
lifeTime = 0.05;
};
class Smoke2 : Smoke1
{
type = "HouseDestructionSmoke2";
};
class Smoke3 : Smoke1
{
type = "HouseDestructionSmoke3";
};
class Smoke4 : Smoke1
{
type = "HouseDestructionSmoke4";
};
class Smoke5 : Smoke1
{
type = "HouseDestrSmokeLong";
};
};



Thread Starter
aplion
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Posted 17 February 2012 - 16:38 #5

I think I did that but ...

class CfgPatches {

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

class CfgVehicleClasses {

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

class CfgVehicles {

class HouseBase;
class House: HouseBase
{
class DestructionEffects;
};
class All;
class Ruins;
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 = 0.05;
};
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 = 2.5;
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";
position = "Dampos";
intensity = 1;
interval = 1;
lifeTime = 1;
};
class Dust {
simulation = "particles";
type = "ExploRocks";
position = "piece_1";
intensity = 0.1;
interval = 0.01;
lifeTime = 0.01;
size = 5;
};

class Dust2 : Dust {
simulation = "particles";
type = "ExploRocks";
position = "piece_1";
intensity = 0.1;
interval = 0.01;
lifeTime = 0.01;
size = 3;
};
};

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]";
};
};
};
};


... first of all ... not much changed regarding dust effects ... and ... even if I have placed a memory point (in my memory lod into the center of the building) ... the ruins model is still outplaced (original position).

Can you please check my config above for errors ?

Thanks for your efforts so far mate.

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Sealife
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Posted 17 February 2012 - 16:51 #6

i make an example mate its easier for me i think , wont be long maybe 30 mins just simple block.
I plat TOH these days but amra2 still around somewhere ;)

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aplion
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Posted 17 February 2012 - 16:55 #7

i make an example mate its easier for me i think , wont be long maybe 30 mins just simple block.
I plat TOH these days but amra2 still around somewhere ;)


Mate, really, highly appreciate your help ... I'll be waiting as long as needed for this example ... thanks a lot in advance.

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Sealife
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Posted 17 February 2012 - 17:36 #8

No problem ,
well small one , slight delay because of RL , will be more like 3 hours sorry
i started it though will get it right by tonight ;)

meanwhile i saw this have a read also

http://community.bis...uilding_Configs

and

http://community.bis..._Addon_Tutorial

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aplion
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Posted 17 February 2012 - 17:39 #9

No problem ,
well small one , slight delay because of RL , will be more like 3 hours sorry
i started it though will get it right by tonight ;)

meanwhile i saw this have a read also

http://community.bis...uilding_Configs

and

http://community.bis..._Addon_Tutorial



Yes I've already seen these mate and my config I believe is based on these two links ... but my building questions are slightly different I think so I'll be waiting for your example :)

Please also note that I'm not using a custom ruin model but one from BIS defaults.

Edited by Aplion, 17 February 2012 - 17:43.

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Sealife
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Posted 17 February 2012 - 20:05 #10

hmm if your using a bis ruin then maybe it is offset for original building purpose, for this you will have to move your memory dampos to compensate so it will become in right place .

here is file mate
3 very smal building

house 1 is smoke as i put before
house 2 last a little longer , as you can see i have altered intensity and lifetime in config of house2
house 3 more so
im sure there is little mistake but ask any questions.

will be in empty/thromp_houses/ 1 and 2 ,3

took me longer to find a host that didnt take 3 hours to verify :(

file
http://www.sendspace.com/file/3w7mca

Edited by Thromp, 17 February 2012 - 20:29.
updated link


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aplion
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Posted 18 February 2012 - 12:35 #11

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 ?

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Thread Starter
aplion
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Posted 18 February 2012 - 14:45 #12

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]";
};
};
};
};


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Sealife
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Posted 18 February 2012 - 14:50 #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

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aplion
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Posted 18 February 2012 - 14:54 #14

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 ?

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Sealife
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Posted 18 February 2012 - 14:59 #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


Edited by Thromp, 18 February 2012 - 15:06.


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aplion
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Posted 18 February 2012 - 15:13 #16

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

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Sealife
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Posted 18 February 2012 - 15:16 #17

hmmm in baseobject
change

class APLION_Base_Object : House {
scope = 0;

change
to
scope = 1;

also pls put here arma.rpt

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aplion
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Posted 18 February 2012 - 15:28 #18

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\build2_ruin.p3d
Failed ruin creation: type Land_build2_ruin



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

hmmm in baseobject
change

change
to
scope = 1;

also pls put here arma.rpt


Nope ... the "scope" value didn't change anything ... unfortunatelly ..

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Sealife
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Posted 18 February 2012 - 15:36 #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;
};


};



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aplion
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Posted 18 February 2012 - 15:42 #20

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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