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Punkrocker 2

Selection names - Please help!

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Hi there ...

got a little problem with my o2. Started working on a small ship (Pegasus class) an I know from former times that in o2 you can name the selections in memory lod (etc.), so that for example you can define the position of spotlights and so on.

The problem is:

I don't know the names of the selections for memory lod, so nothing works.

Is there some sort of "list" where all selection names can be taken from or something that could help me.

I apreciate any help!! :D

image2v.jpg

image4gg.jpg

Thanks in advance ...

Edited by Punkrocker 2

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These sort of selections are defined in the config. You can name them anything you like.

class Reflectors is used for things like Headlights and spotlights.

class MarkerLights is used for things like navigation lights.

  // ######################### Lights ###################################   
 class Reflectors
 {
  class Left 
  {
   color[] = {0.8, 0.8, 1.0, 1.0};
   ambient[] = {0.07, 0.07, 0.07, 1.0};
   position = "Left_Light";
   direction = "Left_Light_target";
   hitpoint = "Left_Light";
   selection = "Left_Light";
   size = 1;
   brightness = 1.0;
  };

  class Right {
   color[] = {0.8, 0.8, 1.0, 1.0};
   ambient[] = {0.07, 0.07, 0.07, 1.0};
   position = "Right_Light";
   direction = "Right_Light_target";
   hitpoint = "Right_Light";
   selection = "Right_Light";
   size = 1;
   brightness = 1.0;
  };
 };
 class MarkerLights
 {
  class RedStill
  {
   name = " RedStill";
   color[] = {1.0, 0.1, 0.1, 1};
   ambient[] = {0.1, 0.01, 0.01, 1};
   brightness = 0.005;
   blinking = "false";
  };
  class RedFlashing 
  {
   name = "redblink";
   color[] = {1.0, 0.1, 0.1, 1};
   ambient[] = {0.1, 0.01, 0.01, 1};
   brightness = 0.005;
   blinking = "true";
  };   
  class GreenStill 
  {
   name = "GreenStill";
   color[] = {0.1, 1.0, 0.1, 1};
   ambient[] = {0.01, 0.1, 0.01, 1};
   brightness = 0.005;
   blinking = "false";
  };
  class white_static
  {
   name = "white_static";
   color[] = {1.0, 1.0, 1.0, 1};
   ambient[] = {0.1, 0.1, 0.1, 1};
   brightness = 0.005;
   blinking = "false";
  };
  class WhiteFlash 
  {
   name = "WhiteFlash";
   color[] = {1.0, 1.0, 1.0, 1};
   ambient[] = {0.1, 0.1, 0.1, 1};
   brightness = 0.005;
   blinking = "true";
  };
 };

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thank you very much ... but what about rotating radar, water fountains etc.?

I also got the problem, that i have no idea in editing config files. Is there any good config editor out yet?

Edited by Punkrocker 2

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The named selection has to match the selection name used in the model.cfg. Since both is under your control it shouldn't be an issue.

		class hotas_throttle: Rotation {
			source="user";
			type="rotation";
			selection="HOTAS_Throttle";
			axis="axis_hotas_throttle";
			memory=1;
			animPeriod=0.001;
			sourceAddress="clamp";
			minValue=0;
			maxValue= "log 3";
			angle0=0;
			angle1="rad 55";
		};

In this example, the moving part in the model should be named HOTAS_Throttle and the relevant axis points should be named axis_hotas_throttle.

For editing config file personally i use Notepad++, setting document language to C++ which works fine for me. Also there is a plugin which enables sqf synthax for Notepad++

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thank you very much ... but what about rotating radar, water fountains etc.?

Rotating radar, you need to setup the animation for it in the model.cfg file

Water fountains you will need to script using particles. Im really not the best person to help with that. I'll see if i can get someone else to answer that for you.

I also got the problem, that i have no idea in editing config files. Is there any good config editor out yet?

There are several tools out there, all do slightly different things but to the best of my knowledge there isnt one that make writing configs any easier.

Personally i use Notepad ++. Its free and offers code highlighting which really helps.

I would suggest taking a look at the config for the RHIB and starting from there. Its not hard but it can be confusing. There are some tutorials that deal with config.cpp and model.cfg on various sites:

http://community.bistudio.com/wiki/Main_Page

http://www.ofpec.com/ed_depot/index.php?action=list&cat=tu&type=xyz

I dont have much time to explain more today, work is killing me slowly, but if you look around and ask polite questions people tend to offer help.

Have a look at these http://armatutorials.rkslstudios.info/ Its completely unfinished but there are some guidelines on there to help people that have just started modding.

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First of all, thank you very much!

Can I use the RHIB config from the ARMA-Sample Models for ARMA 2 also, or do i have to make greater changes to get it work?

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Be aware that if/when you add MarkerLights to the ship (someone please correct me if I'm wrong), they will not work for objects of class Ship. You will need to make a separate object, it can be nothing but memory points, of some other class like Car, and then attachTo to your ship to get them to work. Also be sure that you have it scripted to spawn a soldier and move it into the driver of whatever object you create for the markerlights, so they light up. I had to do this for my carrier.

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You guys talked about model.cfg? This is the file where animations are defined ... i guess. ;)

how does this one have to look like. I took a look at the one of the ARMA sample models, but i'm a little bit confused.

Does it use the same "codes" like config.cpp?

Thanks in advance for your help. :)

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You guys talked about model.cfg? This is the file where animations are defined ... i guess. ;)

how does this one have to look like. I took a look at the one of the ARMA sample models, but i'm a little bit confused.

Does it use the same "codes" like config.cpp?

Thanks in advance for your help. :)

http://community.bistudio.com/wiki/Model_Config

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