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Help with adding buildings through Mod folder


Fudge

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I've got a 3D model of a building and currently have managed to get it in game using the old method (editing the data base entries and such), however I would like to be able to add the structures through the mod folder system if possible.

 

Currently I've got the mod folder to load, with the icons and backgrounds, and using some code from the forum I'm able to add in my house as a unit, I would like to know how to add it as a structure, and then add in other models using the same set up.

 

Currently in entry.lua I've got an edited CA entry

 

declare_plugin("Britain 1940 by Fudge",
{
image     	 = "CA.bmp",
installed 	 = true, -- if false that will be place holder , or advertising
dirName	  	 = current_mod_path,
version		 = "0.1",
binaries 	 = 
{

},

fileMenuName = _("Britain"),
update_id        = "CA",
version		 = "1.2.6",		 
state		 = "installed",
info		 = _("A collection of structures to populate the English county side. 1940"),

InputProfiles =
{

},

Skins	= 
{
	{
		name	= _("Britain 1940"),
		dir		= "Skins/1"
	},
},
Options = 
{
	{
		name		= _("Britain 1940"),
		nameId		= "Britain 1940",
		dir			= "Options",			
	},
},	
})
--------------------------------------------------------------------
--dofile(current_mod_path../'loadex.lua')
dofile(current_mod_path..'/buildings.lua')
plugin_done()

 

This then loads buildings.lua

--mounting 3d model paths and texture paths 

mount_vfs_model_path	(current_mod_path.."/Shapes")
--mount_vfs_liveries_path (current_mod_path.."/Liveries")
mount_vfs_texture_path  (current_mod_path.."/Textures")

GT = {};
set_recursive_metatable(GT, GT_t.generic_stationary)
set_recursive_metatable(GT.chassis, GT_t.CH_t.STATIC);
GT.chassis.life = 1

GT.visual.shape = "Terraced_End_01.EDM"
GT.visual.shape_dstr = ""

--Burning after hit
GT.visual.fire_size = 0 --relative burning size
GT.visual.fire_pos = {0,0,0};
GT.visual.fire_time = 0 --burning time (seconds)
GT.time_agony = 180;

GT.Name = "Terraced_End_01_mod"
GT.DisplayName = _("Terraced End 01")
GT.Rate = 1

GT.DetectionRange  = 0;
GT.ThreatRange = 0;
GT.mapclasskey = "P0091000076";
GT.attribute = {wsType_Ground,wsType_Tank,wsType_NoWeapon,wsTypeVAZ,
               };
GT.category = "Civilians";
               
add_surface_unit(GT)

 

Thanks for any help

 

917Ku2R.jpg

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Here is a short thread about it

http://forums.eagle.ru/showthread.php?t=96165

 

This is a long thread about it with some gems of info in there

 

http://forums.eagle.ru/showthread.php?t=89164

 

You can download my DSHK Gun I have linked there.

 

https://skydrive.live.com/?cid=b379ad3e017f62a1&id=B379AD3E017F62A1%21554&authkey=!AGv1hfw1qAv9PxM

 

I have a static building template somewhere I will see if I can find it.

  • Like 1

Mods I use: KA-50 JTAC - Better Fire and Smoke - Unchain Rudder from trim KA50 - Sim FFB for G940 - Beczl Rocket Pods Updated!

Processor: Intel Q6600 @ 3.00GHz

GPU: GeForce MSI RTX 2060 6GB

RAM: Crucial 8GB DDR2

HDD: 1TBGB Crucial SSD

OS: Windows 10, 64-bit

Peripherals: Logitech G940 Hotas, TrackiR 5, Voice Activated commands , Sharkoon 5.1 headset. ,Touch Control for iPad, JoyToKey

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Thank you very much. Those are the threads I've currently been going though.

 

I seem unable to download your gun in the zip file, Skydrive is complaining about unable to scan for virus. Would be great if you can find your static building template, would be ideal.

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I've now solved map icons, health bar and adding multiple units under one lua file. Code below shows my changes. Still looking into how to use the objects as a static object instead of a unit that can not move.

 

building.lua

--mounting 3d model paths and texture paths 

mount_vfs_model_path	(current_mod_path.."/Shapes")
--mount_vfs_liveries_path (current_mod_path.."/Liveries")
mount_vfs_texture_path  (current_mod_path.."/Textures")

CWTT = {};
set_recursive_metatable(CWTT, GT_t.generic_stationary)
set_recursive_metatable(CWTT.chassis, GT_t.CH_t.STATIC);
CWTT.chassis.life = 0

CWTT.visual.shape = "Conc_Bar_tall_x3.EDM"
CWTT.visual.shape_dstr = "Conc_Bar_tall_x3.EDM"

--Burning after hit
CWTT.visual.fire_size = 0 --relative burning size
CWTT.visual.fire_pos = {0,0,0};
CWTT.visual.fire_time = 0 --burning time (seconds)
CWTT.time_agony = 180;

CWTT.Name = "Conc_Bar_tall_x3"
CWTT.DisplayName = _("Concrete Barricade Tall X3")
CWTT.Rate = 1

CWTT.DetectionRange  = 0;
CWTT.ThreatRange = 0;
CWTT.mapclasskey = "P0091000076";
CWTT.attribute = {wsType_Ground,wsType_Tank,wsType_NoWeapon,wsTypeVAZ,
               };
CWTT.category = "Fortification";
               
add_surface_unit(CWTT)

CWTF = {};
set_recursive_metatable(CWTF, GT_t.generic_stationary)
set_recursive_metatable(CWTF.chassis, GT_t.CH_t.STATIC);
CWTF.chassis.life = 0

CWTF.visual.shape = "Conc_Bar_tall_x5.EDM"
CWTF.visual.shape_dstr = "Conc_Bar_tall_x5.EDM"

--Burning after hit
CWTF.visual.fire_size = 0 --relative burning size
CWTF.visual.fire_pos = {0,0,0};
CWTF.visual.fire_time = 0 --burning time (seconds)
CWTF.time_agony = 180;

CWTF.Name = "Conc_Bar_tall_x5"
CWTF.DisplayName = _("Concrete Barricade Tall X5")
CWTF.Rate = 1

CWTF.DetectionRange  = 0;
CWTF.ThreatRange = 0;
CWTF.mapclasskey = "P0091000076";
CWTF.attribute = {wsType_Ground,wsType_Tank,wsType_NoWeapon,wsTypeVAZ,
               };
CWTF.category = "Fortification";
               
add_surface_unit(CWTF)

CWTX = {};
set_recursive_metatable(CWTX, GT_t.generic_stationary)
set_recursive_metatable(CWTX.chassis, GT_t.CH_t.STATIC);
CWTX.chassis.life = 0

CWTX.visual.shape = "Conc_Bar_tall_x10.EDM"
CWTX.visual.shape_dstr = "Conc_Bar_tall_x10.EDM"

--Burning after hit
CWTX.visual.fire_size = 0 --relative burning size
CWTX.visual.fire_pos = {0,0,0};
CWTX.visual.fire_time = 0 --burning time (seconds)
CWTX.time_agony = 180;

CWTX.Name = "Conc_Bar_tall_x10"
CWTX.DisplayName = _("Concrete Barricade Tall X10")
CWTX.Rate = 1

CWTX.DetectionRange  = 0;
CWTX.ThreatRange = 0;
CWTX.mapclasskey = "P0091000076";
CWTX.attribute = {wsType_Ground,wsType_Tank,wsType_NoWeapon,wsTypeVAZ,
               };
CWTX.category = "Fortification";
               
add_surface_unit(CWTX)

CWTXX = {};
set_recursive_metatable(CWTXX, GT_t.generic_stationary)
set_recursive_metatable(CWTXX.chassis, GT_t.CH_t.STATIC);
CWTXX.chassis.life = 0

CWTXX.visual.shape = "Conc_Bar_tall_x20.EDM"
CWTXX.visual.shape_dstr = "Conc_Bar_tall_x20.EDM"

--Burning after hit
CWTXX.visual.fire_size = 0 --relative burning size
CWTXX.visual.fire_pos = {0,0,0};
CWTXX.visual.fire_time = 0 --burning time (seconds)
CWTXX.time_agony = 180;

CWTXX.Name = "Conc_Bar_tall_x20"
CWTXX.DisplayName = _("Concrete Barricade Tall X20")
CWTXX.Rate = 1

CWTXX.DetectionRange  = 0;
CWTXX.ThreatRange = 0;
CWTXX.mapclasskey = "P0091000076";
CWTXX.attribute = {wsType_Ground,wsType_Tank,wsType_NoWeapon,wsTypeVAZ,
               };
CWTXX.category = "Fortification";
               
add_surface_unit(CWTXX)

 

The mod files

http://www.mediafire.com/download/j6a7f48dbnqzlab/FudgesFortifications.zip

 

:pilotfly:

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I Still looking into how to use the objects as a static object instead of a unit that can not move.

 

having a quick look it could be this bit of code

 

CWTX.attribute = {wsType_Ground,wsType_Tank,wsType_NoWeapon,wsTypeVAZ,

you seem to be declaring it as a tank.

Im not sure what to replace it with.

Mods I use: KA-50 JTAC - Better Fire and Smoke - Unchain Rudder from trim KA50 - Sim FFB for G940 - Beczl Rocket Pods Updated!

Processor: Intel Q6600 @ 3.00GHz

GPU: GeForce MSI RTX 2060 6GB

RAM: Crucial 8GB DDR2

HDD: 1TBGB Crucial SSD

OS: Windows 10, 64-bit

Peripherals: Logitech G940 Hotas, TrackiR 5, Voice Activated commands , Sharkoon 5.1 headset. ,Touch Control for iPad, JoyToKey

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  • 11 months later...
having a quick look it could be this bit of code

 

CWTX.attribute = {wsType_Ground,wsType_Tank,wsType_NoWeapon,wsTypeVAZ,

you seem to be declaring it as a tank.

Im not sure what to replace it with.

 

I thought I should post this in case anyone comes across this looking for similar answers.

Here is what it should be as far as i know (which isnt much) to just be a static object and not a unit

 

GT.attribute = {wsType_Ground,wsType_Tank,wsType_NoWeapon,wsType_GenericFort,
               "Fortifications",
               };
GT.category = "Fortification";

 

and change out GT for CWTX or whatever prefix you are using (although it might have to be GT)???

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