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Author Topic: Classing Houses/Buildings  (Read 1728 times)

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Lean Bear

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Classing Houses/Buildings
« on: 21 Dec 2004, 16:20:09 »

How do you class addons which are houses (mainly) or other buildings?

I looked in the BIS config, but it came up with loads of wierd stuff which didn't help me at all.

Offline oyman

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Re:Classing Houses/Buildings
« Reply #1 on: 21 Dec 2004, 18:58:56 »
like that

Code: [Select]
class CfgVehicles
{
class All{};
class Static: All{};
class Building: Static{};
class Strategic: Building{};
class xxxx: Strategic
{
   scope=2;
   icon="Unknown_object";
   model="\xxxx\xxxxx";
   displayName="some building";
   accuracy=0.200000;
   typicalCargo[]={};
   destrType="DestructBuilding";
   transportAmmo=0;
   transportRepair=0;
   transportFuel=0;
   mapSize=11;
   cost=0;
   armor=2000;
};
};

Lean Bear

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Re:Classing Houses/Buildings
« Reply #2 on: 21 Dec 2004, 19:01:19 »
What about if the building has ladders etc.?

Offline oyman

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Re:Classing Houses/Buildings
« Reply #3 on: 21 Dec 2004, 19:13:14 »
add this into the code

Code: [Select]
ladders[]={{"start","end"}};
I think you have to define those in the memory lod

Lean Bear

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Re:Classing Houses/Buildings
« Reply #4 on: 21 Dec 2004, 21:47:31 »
OK. Thanks for your help oyman.

JKust one more q. Does it really matter if the building is "Strategic" or "nonStrategic"?

Offline oyman

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Re:Classing Houses/Buildings
« Reply #5 on: 21 Dec 2004, 21:50:16 »
OK. Thanks for your help oyman.

JKust one more q. Does it really matter if the building is "Strategic" or "nonStrategic"?
from my experiance, no  :)

Lean Bear

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Re:Classing Houses/Buildings
« Reply #6 on: 21 Dec 2004, 21:51:59 »
OK then.

Problem solved, thanks for your help oyman.