Fix invisible boxes: use real SeaChest model + cargo grid
The placeholder model path (dz\structures\wood\wooden_crate.p3d) does not exist, so boxes spawned invisible with no selection geometry - hence not visible and no action (nothing to look at/target). Server logic was fine (8 boxes, proximity msgs fired). YALootBoxes_Base now uses the vanilla SeaChest model (\DZ\gear\camping\sea_chest.p3d) plus a 10x10 Cargo grid so the crate renders, is targetable, and can hold loot. Verified model + texture paths exist locally. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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1 changed files with 21 additions and 10 deletions
31
config.cpp
31
config.cpp
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@ -68,15 +68,13 @@ class CfgMods
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// crate resolves to the YALootBoxes_Base script type. The old
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// "simulationModule" line did NOT do this and has been removed.
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//
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// BASE CLASS: these inherit from vanilla "Container_Base" (a real
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// lootable container base). "ContainerObject" used previously is
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// not a vanilla class. >>> VERIFY against your SDK <<< and, if the
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// crate spawns with no cargo space, add a Cargo grid definition
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// (e.g. itemsCargoSize[] = {x,y};) to YALootBoxes_Base below - the
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// wooden_crate model + Container_Base may need it to hold loot.
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//
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// MODEL: wooden_crate.p3d path is a placeholder; replace with a
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// real p3d you have. >>> VERIFY model path against your SDK <<<
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// BASE CLASS / MODEL / CARGO: inherits vanilla "Container_Base" and
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// reuses the vanilla SeaChest model + a matching 10x10 cargo grid, so
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// the crate is visible, has selection geometry (needed for the player
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// to look at it and get the action), and can actually hold loot via
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// CreateInInventory. Swap 'model' and the cargo size for your own p3d
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// if you have one. (The earlier "wooden_crate.p3d" path did not exist,
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// so boxes spawned invisible with no geometry -> no action.)
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// ------------------------------------------------------------
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class CfgVehicles
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{
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@ -88,7 +86,20 @@ class CfgVehicles
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{
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scope = 0;
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vehicleClass = "Containers";
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model = "\dz\structures\wood\wooden_crate.p3d";
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model = "\DZ\gear\camping\sea_chest.p3d";
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weight = 10000;
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itemSize[] = {10, 10};
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itemBehaviour = 0;
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carveNavmesh = 1;
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hiddenSelections[] = { "camoGround" };
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hiddenSelectionsTextures[] = { "\dz\gear\camping\data\sea_chest_co.paa" };
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class Cargo
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{
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itemsCargoSize[] = {10, 10};
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openable = 0;
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allowOwnedCargoManipulation = 1;
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};
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};
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class YALootBoxes_Crate_Military : YALootBoxes_Base
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