Jump to content
Sign in to follow this  
skykiller

problems with bones of model

Recommended Posts

Hi all:)

i have a trouble and need help:

when i was started game with my model , a next error appeared:

(No entry 'bin\config.bin\CfgVehicles\A6M2\MFD\Bones.Bones)

what is this ? :confused: (SORRY FOR MY ENGLISH IF I MAKE MISTAKES:o)

my config :

class CfgPatches

{

class plane

{

units[] = {"a6m2 Zero"};

weapons[] = {};

requiredVersion = 0.10;

};

};

class CfgVehicles

{

class Air;

class Plane: Air

{

class NewTurret;

class ViewPilot;

};

class a6m2: Plane

{

scope = 2;

displayName = $STR_DN_Mitsubishi A6M2 Zero;

model = "\a6m2\a6m2.p3d";

icon = "\a6m2\Icon.paa";

picture = "\a6m2\bok2.paa";

side = 0;

crew = RU_Soldier_Pilot;

camouflage = 10;

audible = 6;

accuracy = 0.2;

supplyRadius = 8;

memoryPointGun = "machinegun";

memoryPointLRocket = "L raketa";

memoryPointRRocket = "P raketa";

speechSingular[] = {"KB_SU34"};

speechPlural[] = {"KB_SU34s"};

textSingular = "Zero";

textPlural = "Mitsubishi";

laserScanner = 1;

minFireTime = 30;

gunAimDown = 0.000;

weapons[]={};

magazines[]={};

threat[] = {1, 1, 1};

soundEngine[] = {"\ca\Air3\Su34\Data\Sound\su34_av8b_v6.wss", db30, 0.8};

DriverAction = "Su34_Pilot";

class ViewPilot: ViewPilot

{

initFov = 0.8; minFov = 0.3; maxFov = 1.2;

initAngleX = 0; minAngleX = -40; maxAngleX = +85;

initAngleY = 0; minAngleY = -90; maxAngleY = 90;

};

class Turrets

{

class MainTurret : NewTurret

{

body = "";

gun = "";

commanding = -1;

weapons[]={GSh301};

magazines[]={180Rnd_30mm_GSh301};

};

};

armor = 60;

damageResistance = 0.00336;

armorStructured = 1;

landingAoa = "rad 10";

landingSpeed = 165;

maxSpeed = 850; //at sea level.

flapsFrictionCoef = 0.3;

aileronSensitivity = 1.2;

elevatorSensitivity = 1;

// noseDownCoef = 1;

gearUpTime = 4.5;

gearDownTime = 3;

envelope[]=

{

// speed relative to max. speed -> lift

// 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 // rel. speed

0.0,0.4,1.9,4,6.8,8.3,8.5,7.8,6.2,3.6,2.2,1.6,1.1,0.7,0.4,0

// 0.0,1.4,2.0,3.2,3.5,3.6,3.6,3.4,2.6,2.2,1.6,1.0 // 1.05 settings

};

class Damage

{

tex[]={};

mat[]={

"ca\air3\su34\data\Su34_01.rvmat",

"ca\air3\su34\data\Su34_01.rvmat",

"ca\air3\su34\data\Su34_01_destruct.rvmat",

"ca\air3\su34\data\Su34_02.rvmat",

"ca\air3\su34\data\Su34_02.rvmat",

"ca\air3\su34\data\Su34_02_destruct.rvmat",

"ca\air3\su34\data\Su34_interier.rvmat",

"ca\air3\su34\data\Su34_interier.rvmat",

"ca\air3\su34\data\Su34_interier_destruct.rvmat",

"ca\air3\su34\data\Su34_int_special.rvmat",

"ca\air3\su34\data\Su34_int_special.rvmat",

"ca\air3\su34\data\Su34_int_special_destruct.rvmat",

"ca\air3\su34\data\Su34_wheels.rvmat",

"ca\air3\su34\data\Su34_wheels.rvmat",

"ca\air3\su34\data\Su34_wheels_destruct.rvmat"

};

};

class Library

{

libEnable = 0;

};

class Reflectors

{

class Left

{

color[] = {0.8, 0.8, 1.0, 1.0};

ambient[] = {0.07, 0.07, 0.07, 1.0};

position = "light_1_1_source";

direction = "light_1_1_target";

hitpoint = "L svetlo";

selection = "L svetlo";

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 = "light_1_2_source";

direction = "light_1_2_target";

hitpoint = "L svetlo";

selection = "L svetlo";

size = 1;

brightness = 1.0;

};

};

class MFD

{

borderLeft = 0.09;

borderRight = 0.02;

borderTop = 0.02;

borderBottom = 0.1;

class Bones

{

class AGLMove1

{

type=fixed;

source=altitudeAGL; // above ground level

Pos[]={0.78,0.175};

};

class AGLMove2

{

type=fixed;

pos[]={0.05,0.8};

};

class ASLMove1

{

type=linear;

source=altitudeASL; // above sea level

min=0;

max=500;

minPos[]={0.1,0.1};

maxPos[]={0.1,0.8};

};

class ASLMove2

{

type=fixed;

pos[]={0.1,0.8};

};

class VertSpeed

{

type=linear;

source=vSpeed;

min=-25;

max=25;

minPos[]={0,-0.4};

maxPos[]={0,0.4};

};

class SpdMove2

{

source=speed;

type=fixed;

Pos[]={0.3,0.175};

};

class ILS

{

type=ils;

// position when centered

pos0[]={0.5,0.4};

// position when 3-degree off in both directions

pos3[]={0.7,0.6};

};

class TargetDistanceMissile

{

type=rotational;

source=targetDist;

center[]={0,0};

min=100;

max=3000;

minAngle=-120;

maxAngle=+120;

};

class TargetDistanceMGun

{

type=rotational;

source=targetDist;

center[]={0,0};

min=100;

max=570;

minAngle=-180;

maxAngle=+90;

};

class PlaneW

{

type=fixed;

pos[]={0.5,Pos0Center};

};

};

class Draw

{

alpha=0.6;

//color[]={0.1,0.5,0.05};

color[]={0,0.3,0};

clipTL[]={0.0,0.05};

clipBR[]={1.0,0.90};

condition="on";

class Altitude

{

type=text;

align=right;

scale=1; // text size

source=altitudeAGL;

sourceScale=1;

pos[]={AGLMove1,{-0.05,-0.03},1};

right[]={AGLMove1,{0.01,-0.03},1};

down[]={AGLMove1,{-0.05,0.03},1};

};

class DimmedBase

{

alpha=0.3;

class AltitudeBase

{

type=line;

points[]={{AGLMove2,1},{ASLMove2,1}};

};

};

class Speed

{

/*type=line;

points[]={

{{0.95,0.87},1},{{0.95,0.1},1},{},

{SpdMove2,{-0.05,0},1},{SpdMove2,1}

};*/

};

class SpeedNumber

{

type=text;

align=left;

scale=1; // text size

source=speed;

sourceScale=3.6; // convert from m/s to km/h

pos[]={SpdMove2,{-0.05,-0.03},1};

right[]={SpdMove2,{0.01,-0.03},1};

down[]={SpdMove2,{-0.05,0.03},1};

};

class PlaneW

{

clipTL[]={0.0,0.1};

clipBR[]={1.0,0.90};

class LineHL

{

/*type=line;

points[]={

{PlaneW, {-0.07, 0}, 1}, {PlaneW, {-0.02, 0}, 1},

{PlaneW, {0, -0.02}, 1}, {PlaneW, {+0.02, 0}, 1},

{PlaneW, {0, +0.02}, 1}, {PlaneW, {-0.02, 0}, 1}, {},

{PlaneW, {+0.02, 0}, 1}, {PlaneW, {+0.07, 0}, 1}

};*/

};

class Velocity

{

type=line;

points[]={

{Velocity,{0,-0.02},1},{Velocity,{0.02,0},1},

{Velocity,{0,+0.02},1},{Velocity,{-0.02,0},1},

{Velocity,{0,-0.02},1}

};

};

};

class MGun

{

#define CIRCLE(bone,scale) \

{bone,{0,-scale},1},{bone,{+0.7*scale,-0.7*scale},1}, \

{bone,{+scale,0},1},{bone,{+0.7*scale,+0.7*scale},1}, \

{bone,{0,+scale},1},{bone,{-0.7*scale,+0.7*scale},1}, \

{bone,{-scale,0},1},{bone,{-0.7*scale,-0.7*scale},1}, \

{bone,{0,-scale},1}

#define CIRCLE_MARK(bone,scaleIn,scaleOut,angle) \

{bone,{scaleIn*sin(angle),-scaleIn*cos(angle)},1}, \

{bone,{scaleOut*sin(angle),-scaleOut*cos(angle)},1}

condition="mgun";

class Circle

{

type=line;

points[]={

CIRCLE(WeaponAim,0.07),{},

CIRCLE(WeaponAim,0.01),{},

CIRCLE_MARK(WeaponAim,0.03,0.07,-180),{},

CIRCLE_MARK(WeaponAim,0.03,0.07,+90),{},

{WeaponAim,1,TargetDistanceMGun,{0,0.04},1},

{WeaponAim,1,TargetDistanceMGun,{0,0.07},1}

};

};

};

class Missile

{

condition="missile";

class Circle

{

type=line;

points[]={

CIRCLE(WeaponAim,0.1),{},

CIRCLE_MARK(WeaponAim,0.1*0.8,0.1*1.2,-120),{},

CIRCLE_MARK(WeaponAim,0.1*0.8,0.1*1.2,+120),{},

{WeaponAim,1,TargetDistanceMissile,{0,0.1*0.8},1},

{WeaponAim,1,TargetDistanceMissile,{0,0.1*1.2},1}

};

};

class Target

{

type=line;

points[]={

{Target,{-0.05,-0.05},1},

{Target,{+0.05,-0.05},1},

{Target,{+0.05,+0.05},1},

{Target,{-0.05,+0.05},1},

{Target,{-0.05,-0.05},1}

};

};

};

class Horizont

{

/*clipTL[]={0.2,0.1};

clipBR[]={0.8,0.9};

class Dimmed

{

alpha=0.6;

class Level0

{

type=line;

points[]={

{Level0,{-0.40,0},1},{Level0,{-0.13,0},1},{},

{Level0,{+0.13,0},1},{Level0,{+0.40,0},1}

};

};

};

class LevelP5

{

type=line;

points[]={

{LevelP5,{-0.15,+0.03},1},

{LevelP5,{-0.15,0},1},{LevelP5,{+0.15,0},1},

{LevelP5,{+0.15,+0.03},1}

};

};

class LevelM5

{

type=line;

points[]={

{LevelM5,{-0.15,-0.03},1},

{LevelM5,{-0.15,0},1},{LevelM5,{+0.15,0},1},

{LevelM5,{+0.15,-0.03},1}

};

};

class LevelP10

{

type=line;

points[]={

{LevelP10,{-0.20,+0.05},1},

{LevelP10,{-0.20,0},1},{LevelP10,{+0.20,0},1},

{LevelP10,{+0.20,+0.05},1}

};

};

class LevelM10

{

type=line;

points[]={

{LevelM10,{-0.20,-0.05},1},

{LevelM10,{-0.20,0},1},{LevelM10,{+0.20,0},1},

{LevelM10,{+0.20,-0.05},1}

};

};

class LevelP15

{

type=line;

points[]={

{LevelP15,{-0.20,+0.07},1},

{LevelP15,{-0.20,0},1},{LevelP15,{+0.20,0},1},

{LevelP15,{+0.20,+0.07},1}

};

};

class LevelM15

{

type=line;

points[]={

{LevelM15,{-0.20,-0.07},1},

{LevelM15,{-0.20,0},1},{LevelM15,{+0.20,0},1},

{LevelM15,{+0.20,-0.07},1}

};

};*/

};

class ILS

{

condition="ils";

class Glideslope

{

clipTL[]={0.29,0.29};

clipBR[]={0.71,0.71};

class ILS

{

type=line;

points[]={

{ILS,{-10,0},1},{ILS,{+10,0},1},{},

{ILS,{0,-10},1},{ILS,{0,+10},1}

};

};

};

class AOABracket

{

type=line;

points[]={

{{0.42,0.78},1},{{0.4,0.78},1},

{{0.4,0.88},1},{{0.42,0.88},1}

};

};

};

};

}; // HUD

};

};

2) My model.CFG:

class Rotation;

class CfgModels

{

class Default;

class Vehicle;

class Plane: Vehicle

{

sectionsInherit="Vehicle";

sections[]=

{

"vrtule staticka",

"vrtule blur",

"zbytek"

};

skeletonName="MySkeleton";

class Animations

{

class leva_smerovka

{

type="rotation";

source="rudder";

selection="leva smerovka";

axis="osa leve smerovky";

memory=1;

minValue=-1.000000;

maxValue=1.000000;

angle0=0.523599;

angle1=-0.523599;

};

class leva_vejskovka

{

type="rotation";

source="elevator";

selection="leva vejskovka";

axis="osa leve vejskovky";

memory=1;

minValue=-1.000000;

maxValue=1.000000;

angle0=0.523599;

angle1=-0.523599;

};

class prava_vejskovka: leva_vejskovka

{

selection="prava vejskovka";

axis="osa prave vejskovky";

};

class Rotor: Rotation

{

type="rotation";

source="rotor";

selection="vrtule";

axis="osa vrtule";

sourceAddress="1";

angle0=0.000000;

angle1=6.283185;

};

class lkh_klapka

{

type="rotation";

source="aileron";

selection="lkh klapka";

axis="osa lkh klapky";

memory=1;

minValue=-1.000000;

maxValue=1.000000;

angle0=-0.261799;

angle1=0.261799;

};

class ls_klapka: lkh_klapka

{

selection="ls klapka";

axis="osa ls klapky";

};

class pkh_klapka: lkh_klapka

{

selection="pkh klapka";

axis="osa pkh klapky";

};

class ps_klapka: lkh_klapka

{

selection="ps klapka";

axis="osa ps klapky";

};

class land_move_damage

{

type="translation";

source="damage";

selection="land_move";

axis="land_move_axis";

memory=1;

minValue=0.999999;

maxValue=1.000000;

offset0=0;

offset1=-1.029000;

};

};

};

};

i am a not bad 3D artist ..... but in configwork.......:(

Share this post


Link to post
Share on other sites

looks like Arma2, this is for OFP modelling.

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  

×