Creating custom building Ruins models
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Creating custom building Ruins models
How to create custom building ruins models with working config?
I have uploaded few example building Ruins MLOD models as reference if anyone wants to study how BIS did them. Configs can be found from buildings.pbo of course.
MLODs_ruins.rar - 633kb.
Mirror 1: megaupload
Mirror 2: bigupload
Mirror 3: filefront
I have uploaded few example building Ruins MLOD models as reference if anyone wants to study how BIS did them. Configs can be found from buildings.pbo of course.
MLODs_ruins.rar - 633kb.
Mirror 1: megaupload
Mirror 2: bigupload
Mirror 3: filefront
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Hi all
Hi everybody
I'm trying to implement this feature ingame with my own BHD custom buildings.
see pictures:

and

First off, let me explain something:
To create a destroyable building you need to make a simple destryed model of it, then create a proper config.
the confdig should look like this:
When you put the object ingame, you see it, so the implementation is right.
but when you destroy it, there's an error message coming up that says:
no entry "bin\config.bin/CfgDestructPos.\BHD_m\Slums\Slum8_dest.p3d"
it seems that it can't implement the model itself...
some suggestions guys?
I'm trying to implement this feature ingame with my own BHD custom buildings.
see pictures:

and

First off, let me explain something:
To create a destroyable building you need to make a simple destryed model of it, then create a proper config.
the confdig should look like this:
well, this should be the config, as I found in the Buildings.pbo... but it doesn't work properly, I mean:#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 yourclasc
{
units[] = {};
weapons[] = {};
worlds[] = {""};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};
class CfgDestroy
{
access = ReadAndCreate;
class BuildingHit
{
sound[] = {};
};
};
class yourowndestructionclasseffect
{
class DestroyPhase1
{
simulation = "destroy";
type = "\ca\buildings\ruins\leseni4x_ruins.p3d";
//type = "\BHD_m\Slums\slum8_dest.p3d";
position = "";
intensity = 1;
interval = 1;
lifeTime = 1;
};
};
class CfgDestructPos
{
class DelayedDestruction
{
timeBeforeHiding = 0.2;
hideDuration = "0.65+lifeTime*0.05";
};
};
class CfgVehicles
{
class Thing;
class Building;
class Strategic;
class NonStrategic : Building
{
class DestructionEffects;
};
class HouseBase;
class Land_VASICore;
class House : HouseBase
{
class DestructionEffects;
};
class BHD_slum8: BHD_GenObject
{
scope= public;
model = "\BHD_m\Slums\slum8.p3d";
displayName = "Slum (8)";
destrType = "DestructBuilding";
class DestructionEffects : yourowndestructionclasseffect{};
};
};
When you put the object ingame, you see it, so the implementation is right.
but when you destroy it, there's an error message coming up that says:
no entry "bin\config.bin/CfgDestructPos.\BHD_m\Slums\Slum8_dest.p3d"
it seems that it can't implement the model itself...
some suggestions guys?
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OH GOD!
read what Armored_sheep wrote on BI forum:
http://www.flashpoint1985.com/cgi-bin/i ... try1180309
So, this time in ArmA we can use RTM animations also for buildings, and create some proper animations!

read what Armored_sheep wrote on BI forum:
http://www.flashpoint1985.com/cgi-bin/i ... try1180309
So, this time in ArmA we can use RTM animations also for buildings, and create some proper animations!


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Hmm but then comes another question... how do we create RTM animations?
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Added a PMC Editing Wiki: Destroyed Building page. I would love to get more insight, even a tutorial for this subject as its very interesting.
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I'd say DeanosBeano would be the one to talk too... he's done lots of .rtm's for destroying buildings... have a look over at the Ofpec forums...Snake Man wrote:Added a PMC Editing Wiki: Destroyed Building page. I would love to get more insight, even a tutorial for this subject as its very interesting.