Perhaps the name of the CFG matters? I just named it the generic "model.cfg".
first its config.cpp
second i made a few changes.
class CfgPatches {
class Test_Wall { //name of the addon
units[] = { //units which will get added
"Test_Wall"
};
weapons[] = {};
requiredVersion = 1.03;
requiredAddons[] = {}; //addons which are required when using your addon.
};
};
class CfgVehicleClasses {
class Test_OBJ { //Creates a new group under which it will be visible in the editor
displayName = "Test Objects";
};
};
class CfgVehicles {
class NonStrategic; //loading old class for inheritance
class Test_Wall : NonStrategic { //inherits Flag from FlagCarrier
scope = 2; //2: Visible in the editor | 1: Not visible in the editor | 0: Not visible, can't be used for inheritance
accuracy = 1; // never recognize
vehicleClass ="Test_OBJ"; //->CfgVehicleClasses
displayName ="Test Wall"; //name of the object
destrType = "DestructNo";
model = "\Wall\Test_Wall.p3d"; //path to the binarized model
armor = 500;// strength of wall also effected by weight amount in geo lod
mapsize = 2;// size of icon when placed in editor
};
};
just changed inheritance to a nonstrategic like Bis do for walls
and you simply made mistake of not declaring your vehicleclass as defined above in cfgvehicle class .i.E not vehicleclass = "testwall" but Test_OBJ. gave it some armor value and mapsize for icon when place in game editor
If you get some problems it maybe that you need to add some required addons such as cabuildings2 or cadata , sometimes when inheriting from BIS classes its wise to see what they would load as a required addon and match it.
bit busy right now i think that should work ok but untested .
another tip if you check the wiki you can also add properties in 02 in the Geo lod , this is good for Class Map objects when using in vistor so they show outlined when pressing M in game others are applicable too.
finally you can have along side a model.cfg
this is to define skeletons etc or sections if your wall has some movingparts or will have a hole blown in it etc.
i dont think you need one for a wall that is a simple solid object .
but if you wanted you could add a basic template like so .
class cfgSkeletons
{
class default;
class Test_wall : default
{
SkeletonBones[]=
{
};
};
};
class CfgModels
{
class Default;
class Test_wall:default
{
skeletonName="Test_wall";
sections[]=
{
"
};
class Animations
{
};
};
};