Αplion 1122 Posted April 19, 2012 For some time ago I'm working on a VBL vehicle with working turret, doors and custom destruction effects. I'm presenting a video of so far progress ... I know that needs a lot of tweeking ... Some of my remain problems : 1. I want the crew to be dead out of the vehicle after vehicle full destruction. 2. I have "glass issue" ... I've tried all "move top" and other options through O2 but still when I'm looking from outside vehicle view I have this "white" effect ... 3. I have to work on a better config values regarding wheels and glass damage ... Anyway for the moment is just a simple presentation but any help on my issues will be much appreciated (let me know if I must post my model and config .cfg for reference). Thanks. Share this post Link to post Share on other sites
VXR 9 Posted April 19, 2012 For some time ago I'm working on a VBL vehicle with working turret, doors and custom destruction effects.I'm presenting a video of so far progress ... I know that needs a lot of tweeking ... Some of my remain problems : 1. I want the crew to be dead out of the vehicle after vehicle full destruction. Play around with: ejectDeadDriver = true ejectDeadCargo = true ejectDeadGunner = true Only problem then is when the gunner gets shot and the vehicle is still intact it will be trown out too. 2. I have "glass issue" ... I've tried all "move top" and other options through O2 but still when I'm looking from outside vehicle view I have this "white" effect .... Could you post a screenshot of that problem? 3. I have to work on a better config values regarding wheels and glass damage ...Anyway for the moment is just a simple presentation but any help on my issues will be much appreciated (let me know if I must post my model and config .cfg for reference). Thanks. For info about Glass damage ftp://ftp.armedassault.info/armad/docs/glass_damage_tutorial.pdf For the Wheel damage http://community.bistudio.com/wiki/How_to_create_destroyable_wheels http://community.bistudio.com/wiki/Vehicle_Damage#Adding_Damage_to_your_Vehicle_Addon_-_Tutorial Looks like a good start! Do you have other vehicles planned too? Share this post Link to post Share on other sites
kremator 1065 Posted April 19, 2012 Looking good so far. How does she handle ? Share this post Link to post Share on other sites
Αplion 1122 Posted April 21, 2012 (edited) First of all sorry for late reply as I was AFK for some days. @VXR ... these eject values are giving me exactly as you said another problem of throwing out dead bodies even when vehicle is still not fully destructed ... I'm looking for a solution (if exists) to make this happened only when vehicle is fully destructed. Regarding glass problem I've already read these tutorials suggested but still my problem remains ... I'll give a screenshot the soonest possible. @Kremator ... what do you mean "How does she handle" mate ? in case you are asking about vehicle performance I have no complains so far :) UPDATE : Glass issue ... http://img.photobucket.com/albums/v648/aplion/VBL/ArmA2OA2012-04-2113-05-47-65.jpg http://img.photobucket.com/albums/v648/aplion/VBL/ArmA2OA2012-04-2113-05-34-50.jpg UPDATE 2 : I'm working on glass using this tutorial that VXR pointed me ... every time I'm trying to select one of the glasses and apply Structure | Convexity | Make Convex ... the glass just disappears ... what I'm doing wrong ? I've been tried either with one or two faces glass but every time is just disappeared !! ---------- Post added at 11:16 ---------- Previous post was at 09:38 ---------- btw I'm posting here my config and model cfg ... please have a look and let me know if something is wrong or missing. Config.cpp #include "BasicDefines.hpp" #include "CfgSounds.hpp" #include "CfgDestroy.hpp" enum { stabilizedinaxisx = 1, stabilizedinaxisy = 2, stabilizedinaxesboth = 3, stabilizedinaxesnone= 0 }; class WeaponFireGun; // External class reference class WeaponCloudsGun; // External class reference class WeaponFireMGun; // External class reference class WeaponCloudsMGun; // External class reference class CfgPatches { class Greece { units[] = {"vbl4th"}; requiredVersion = 0.1000; weapons[] = {}; requiredAddons[] = {"CAData", "CACharacters", "CAWeapons", "CASounds","CAWheeled"}; }; }; class CfgFactionClasses { class VBL { displayName = "Greek Army Cars"; priority = 8; side = 1; }; }; class CfgVehicleClasses { class GreekCars { displayName = "Greek Army Vehicles"; }; }; class CfgVehicles { class NonStrategic; // External class reference class Thing; // External class reference class VBL_RuinHelper : Thing { scope = private; simulation = "thing"; animated = false; mapSize = 0.7; displayName = ""; nameSound = ""; accuracy = 0.2; // accuracy needed to recognize type of this target transportFuel = 100; destrType = "DestructEngine"; vehicleClass=""; }; class VBL_RuinBase : VBL_RuinHelper { vehicleClass=""; accuracy = 1000; // accuracy needed to recognize type of this target armor = 20; cost = 0; supplyRadius = 1.4; icon = "\ca\data\data\Unknown_object.paa"; class DestructionEffects { class Smoke1 { simulation = "particles"; type = "BarelDestructionSmoke"; position = "destructionEffect1"; intensity = 0.15; interval = 1; lifeTime = 3.2; }; }; }; class DrvHatch2 : VBL_RuinBase { scope = public; model = "GR_VBL\destruct\DrvHatch2.p3d"; displayName = "destructed VBL driver hatch"; transportFuel = 0; supplyRadius = 0; }; class doorBB : VBL_RuinBase { scope = public; model = "GR_VBL\destruct\doorBB.p3d"; displayName = "destructed VBL cargo door"; transportFuel = 10; destrType = "DestructEngine"; supplyRadius = 1; accuracy = 1000; }; class doorLL : VBL_RuinBase { scope = public; model = "GR_VBL\destruct\doorLL.p3d"; displayName = "destructed VBL driver door"; transportFuel = 10; destrType = "DestructEngine"; supplyRadius = 1; accuracy = 1000; }; class doorRR : VBL_RuinBase { scope = public; model = "GR_VBL\destruct\doorRR.p3d"; displayName = "destructed VBL passenger door"; transportFuel = 10; destrType = "DestructEngine"; supplyRadius = 1; accuracy = 1000; }; class zanta2 : VBL_RuinBase { scope = public; model = "GR_VBL\destruct\zanta2.p3d"; displayName = "destructed VBL zanta"; transportFuel = 0; supplyRadius = 0; }; class amortiser11 : VBL_RuinBase { scope = public; model = "GR_VBL\destruct\amortiser11.p3d"; displayName = "destructed VBL amortiser"; transportFuel = 0; supplyRadius = 0; }; class tirezanta2 : VBL_RuinHelper { scope = public; model = "GR_VBL\destruct\tirezanta2.p3d"; displayName = "destructed VBL wheel"; transportFuel = 10; destrType = "DestructEngine"; accuracy = 1000; // accuracy needed to recognize type of this target armor = 20; cost = 0; supplyRadius = 1.4; }; /*extern*/ class Land; class LandVehicle : Land { class NewTurret; // External class reference class ViewOptics; // External class reference class ViewPilot; // External class reference class HeadLimits; // External class reference class AnimationSources; class HitPoints; }; class Car : LandVehicle { class HitEngine ; class HitRGlass ; class HitLGlass ; class HitBody ; class HitFuel ; class HitLFWheel ; class HitRFWheel ; class HitLF2Wheel ; class HitRF2Wheel ; class HitLMWheel ; class HitRMWheel ; class HitLBWheel ; class HitRBWheel ; class Turrets { class MainTurret: NewTurret { gunnerAction = "ManActTestDriverOut"; gunnerOpticsModel = "\ca\Tracked\optika_tank_gunner"; gunnerOutOpticsModel = "\ca\Weapons\optika_empty"; gunBeg = "usti hlavne"; //gunBeg = endpoint of the gun gunEnd = "konec hlavne"; //gunEnd = chamber of the gun memoryPointsGetInGunner= "pos driver"; memoryPointsGetInGunnerDir= "pos driver dir"; viewGunnerInExternal = 1; class HitTurret {armor=1;material=55;name="vez";visual="vez";passThrough=1;}; class HitGun {armor=0.3;material=55;name="zbran";visual="zbran";passThrough=0;}; class ViewOptics ; class ViewGunner ; }; }; class Exhausts; // External class reference }; class vbl4th : car { ace_camshake_enabled = 1; ace_canbecargo = 0; ace_canbeload = 1; ace_cargo_exposed = 0; ace_exposed = 0; ace_sa_enabled = 1; ace_sa_te_enabled = 1; ace_sys_eject_eject = 0; ace_sys_eject_jump = 1; ace_sys_nvg_nvrange = 570; ace_sys_repair_rearm = 0; ace_sys_repair_refuel = 1; ace_sys_repair_repair = 1; ace_sys_repair_spare_tyres = 1; ace_sys_repair_threshold = 0.8; ace_sys_repair_threshold_refuel = 1; ace_sys_repair_time = 600; ace_sys_repair_tyre_type = "ACE_Spare_Tyre_HD"; ace_sys_tracking_marker = "LightTeam"; ace_tankfcs_enabled = 0; ace_dmgsys_enable = 1; // if 0, default hitpoint system will be used for this vehicle. Default setting for classes Tank and wheeled_APC is 1 ace_minimalhit[] = {40,100}; //[min dir hit of ke/heat ammo,min indir hit of HE ammo] ace_era = 1; //is equipped with era ace_p_detonation_hull = 0; //prob of detonation when hit with powerful incendiary ammo ace_p_detonation_turret = 0; ace_p_detonation_engine = 0; ace_p_fire_hull = 0.2; //prob of fire when hit with powerful incendiary ammo ace_p_fire_turret = 0.2; ace_p_fire_engine = 0.5; ace_p_firedetonation = 0; //prob of detonation when on fire // { {frontKE,frontCE},{leftKE,leftCE},{rightKE,rightCE},{backKE,backCE},{topKE,topCE},{bottomKE,bottomCE} } // note bottom needed only for hull ace_armor_hull[] = { {510,540},{70,230},{70,230},{40,40},{40,40},{200,200} }; ace_era_hull[] = { {200,450},{50,300},{50,300},{0,0},{50,300},{0,0}}; //additional {KE/CE} protection by era ace_era_coverage_hull[] = {0.9,0.5,0.5,0,0}; //probability of hitting an era block per side (initial, blocks get removed as they get hit) ace_era_blocks_hull[] = {8,5,5,0,0}; //number of era blocks per side (initial, blocks get removed as they get hit) ace_armor_turret[] = { {670,740},{420,580},{420,580},{140,140},{40,40} }; ace_era_turret[] = { {250,600},{250,600},{250,600},{0,0},{50,300} }; ace_era_coverage_turret[] = {0.7,0.3,0.3,0,0.3}; ace_era_blocks_turret[] = {8,5,5,0,4}; vehicleClass = "GreekCars"; faction = "GREECE"; scope = 2; side = 1; displayName = "Greek VBL"; Icon = "gr_vbl\ico\vblMap_ca.paa"; mapSize = 5; picture = "gr_vbl\ico\vbl_ca.paa"; model = "gr_vbl\vbl4th.p3d"; crew = "usmc_soldier_crew"; armor = 60; damageResistance = 0.00562; turnCoef = 2.0; steerAheadPlan = 0.2; steerAheadSimul = 0.4; predictTurnPlan = 0.9; predictTurnSimul = 0.5; brakeDistance = 1.0; terrainCoef = 2.0; enableGPS = 1; maxSpeed = 110; type = VArmor; cost = 100000; armorGlass = 0.5; canFloat = 1; armorWheels = 0.1; driverAction = "HMMWV_Driver"; cargoAction[] = {"HMMWV_Cargo01"}; typicalCargo[] = {"usmc_soldier_crew"}; transportSoldier = 1; transportMaxBackpacks = 3; hasGunner = 1; castDriverShadow = 0; driverIsCommander = 1; canLock = LockNo; unitInfoType = "UnitInfoShip"; nameSound = "car"; soundEngine[] = {"\ca\wheeled\Data\Sound\Humvee_Loop2", db0, 0.7}; soundGetIn[] = {"\ca\wheeled\Data\Sound\Humvee_doors", 0.1, 1}; soundGetOut[] = {"\ca\wheeled\Data\Sound\Humvee_doors", 0.1, 1}; soundGear[] = {"\ca\wheeled\Data\Sound\shifter_v3", 3.16228e-005, 1}; soundServo[] = {"\ca\wheeled\Data\Sound\servo3", db-40, 1.0}; selectionDamage = "body"; threat[] = {1, 0.1, 0.4}; destrType = "DestructEngine"; // to klasiko me poli kapno armorStructural = 4.0; class HitPoints: HitPoints { class HitHull { armor = 1; material = 60; name = "body"; visual = "body"; passThrough = 1; }; class HitFuel { armor = 1.4; material = -1; name = "palivo"; visual = ""; passThrough = 1; }; class HitEngine { armor = 0.5; material = -1; name = "engine"; visual = ""; passThrough = 1; }; class HitFRWheel { armor = 0.15; material = 52; name = "pravy predni tlumic"; visual = "wheelBL"; passThrough = false; }; class HitLFWheel { armor = 0.15; material = 52; name = "levy predni tlumic"; visual = "wheelFL"; passThrough = false; }; class HitBLWheel { armor = 0.15; material = 52; name = "levy zadni tlumic"; visual = "wheelBL"; passThrough = false; }; class HitBRWheel { armor = 0.15; material = 52; name = "pravy zadni tlumic"; visual = "wheelBR"; passThrough = false; }; class HitLGlass { armor = 0.1; material = 54; name = "sklo predni L"; passThrough = false; }; class HitRGlass { armor = 0.1; material = 54; name = "sklo predni R"; passThrough = false; }; }; class Turrets: Turrets { class MainTurret: MainTurret { body = "mainTurret"; gun = "mainGun"; outGunnerMayFire = 1; forceHideGunner = 0; viewGunnerInExternal = 1; castGunnerShadow = 1; gunnerHasFlares = 0; gunnerAction = "M113_Gunner_EP1"; gunnerInAction = "M113_Gunner_EP1"; gunnerGetInAction = "GetInLow"; gunnerGetOutAction = "GetOutLow"; minElev = -25; maxElev = 60; initElev = 0; soundServo[] = {"\ca\Weapons\Data\Sound\gun_elevate2",0.001,1.0}; hasGunner= 1; weapons[] = {"M2"}; magazines[] = {"100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2"}; gunnerOpticsModel = "\ca\Weapons\optika_empty"; gunnerForceOptics = 0; gunnerOpticsShowCursor = 0; gunnerOutOpticsShowCursor = 0; class Turrets{}; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.42; minFov = 0.22; maxFov = 0.64; }; class HitGun { armor = 0.2; material = 54; name = "otochlaven"; visual = "otochlaven"; passThrough = 0; }; }; }; class TransportMagazines { class _xx_30Rnd_556x45_Stanag { magazine = "30Rnd_556x45_Stanag"; count = 15; }; class _xx_HandGrenade_West { magazine = "HandGrenade_West"; count = 10; }; class _xx_SmokeShellGreen { magazine = "SmokeShellGreen"; count = 10; }; class _xx_SmokeShell { magazine = "SmokeShell"; count = 10; }; }; class AnimationSources : AnimationSources { class doorR { animPeriod = 1; }; class doorL { animPeriod = 1; }; class doorB { animPeriod = 1; }; class propeller { animPeriod =1; }; class belt_rotation { source = "reload"; weapon = "M2"; }; class HitLFWheel { hitpoint = "HitLFWheel"; raw = 1; source = "Hit"; }; class HitRFWheel: HitLFWheel { hitpoint = "HitRFWheel"; raw = 1; source = "Hit"; }; class HitLBWheel: HitLFWheel { hitpoint = "HitLBWheel"; raw = 1; source = "Hit"; }; class HitRBWheel: HitLFWheel { hitpoint = "HitRBWheel"; raw = 1; source = "Hit"; }; }; actionBegin1 = "open_doorR"; actionEnd1 = "close_doorR"; actionBegin2 = "open_doorL"; actionEnd2 = "close_doorL"; actionBegin3 = "open_doorB"; actionEnd3 = "close_doorB"; class DestructionEffects { class Fire1 { simulation = "particles"; type = "BarelDestructionFire"; position = "destructionEffect1"; intensity = 0.15; interval = 1; lifeTime = 3; }; class LightExp { simulation = "light"; type = "ObjectDestructionLight"; position = "destructionEffect1"; intensity = 0.001; interval = 1; lifeTime = 0.5; }; class Smoke1 { simulation = "particles"; type = "Vehexpldode"; position = "destructionEffect1"; intensity = 0.5; interval = 1; lifeTime = 0.04; }; class Sound { simulation = "sound"; type = "Fire"; position = "destructionEffect1"; intensity = 1; interval = 1; lifeTime = 2; }; class Smokelongtimed { simulation = "particles"; type = "BarelDestructionSmoke"; position = "destructionEffect1"; intensity = 0.25; interval = 1; lifeTime = 3.2; }; }; class EventHandlers { getin = "_this exec ""GR_VBL\scripts\getinVBL.sqs"";"; getout = "_this exec ""GR_VBL\scripts\getoutVBL.sqs"";"; killed = "(_this select 0) exec ""GR_VBL\scripts\VBLdestruction.sqs"""; }; class UserActions { class open_doorL { showWindow = 1; priority = 4.7; displayName = "Open Driver Door"; position = "osa_doorL"; radius = 3; onlyForPlayer = 1; condition = "(this animationPhase ""doorL"" < 0.5)&& (alive this) && speed this <2"; statement = "[this] exec ""GR_VBL\scripts\driverdoor.sqs"""; }; class close_doorL { showWindow = 1; priority = 4.7; displayName = "Close Driver Door"; position = "osa_doorL"; radius = 3; onlyForPlayer = 1; condition = "(this animationPhase ""doorL"" >= 0.5)&& (alive this)"; statement = "[this] exec ""GR_VBL\scripts\driverdoorcl.sqs"""; }; class open_doorR { showWindow = 1; priority = 4.7; displayName = "Open Codriver Door"; position = "osa_doorR"; radius = 3; onlyForPlayer = 1; condition = "(this animationPhase ""doorR"" < 0.5)&& (alive this)&& speed this <2"; statement = "[this] exec ""GR_VBL\scripts\codriverdoor.sqs"""; }; class close_doorR { showWindow = 1; priority = 4.7; displayName = "Close Codriver Door"; position = "osa_doorR"; radius = 3; onlyForPlayer = 1; condition = "(this animationPhase ""doorR"" >= 0.5)&& (alive this)"; statement = "[this] exec ""GR_VBL\scripts\codrivercl.sqs"""; }; class open_doorB { showWindow = 1; priority = 4.7; displayName = "Open Cargo Door"; position = "osa_doorB"; radius = 3; onlyForPlayer = 1; condition = "(this animationPhase ""doorB"" < 0.5)&& (alive this)"; statement = "[this] exec ""GR_VBL\scripts\apopiswdoor.sqs"""; }; class close_doorB { showWindow = 1; priority = 3; displayName = "Close Cargo Door"; position = "osa_doorB"; radius = 3; onlyForPlayer = 1; condition = "(this animationPhase ""doorB"" >= 0.5)&& (alive this)"; statement = "[this] exec ""GR_VBL\scripts\apopiswdoorcl.sqs"""; }; }; /* dammageHalf[] = {"GR_VBL\data\glass_ca.paa","ca\data\destruct\destr_glass_armour_half_ca.paa","GR_VBL\data\glass_ca.paa","ca\data\destruct\destr_glass_armour_half_ca.paa"}; dammageFull[] = {"GR_VBL\data\body1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\body1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\turret1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\turret1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\misc1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\misc1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\misc2_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\misc2_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\inner1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\inner1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\leather1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\leather1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\steer1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\steer1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\pit_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\pit_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\pit2_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\pit2_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","gr_vbl\data\hmmwv_details_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","gr_vbl\data\hmmwv_details_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","ca\weapons\data\m2_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","ca\weapons\data\m2_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\doors1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\doors1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa"}; */ class Damage { tex[] = {}; mat[] = {"GR_VBL\data\body.rvmat","GR_VBL\data\body.rvmat","GR_VBL\destruct\body_damage.rvmat","GR_VBL\data\doors.rvmat","GR_VBL\data\doors.rvmat","GR_VBL\destruct\doors_damage.rvmat","GR_VBL\data\turret1.rvmat","GR_VBL\data\turret1.rvmat","GR_VBL\destruct\turret1_damage.rvmat","GR_VBL\data\inner1.rvmat","GR_VBL\data\inner1.rvmat","GR_VBL\destruct\inner1_damage.rvmat"}; }; /*,"GR_VBL\data\inner1.rvmat","GR_VBL\destruct\inner1_destruct.rvmat","GR_VBL\destruct\inner1_destruct.rvmat","GR_VBL\data\misc1.rvmat","GR_VBL\destruct\misc1_destruct.rvmat","GR_VBL\destruct\misc1_destruct.rvmat","GR_VBL\data\misc2.rvmat","GR_VBL\destruct\misc2_destruct.rvmat","GR_VBL\destruct\misc2_destruct.rvmat","GR_VBL\data\pit.rvmat","GR_VBL\destruct\pit_destruct.rvmat","GR_VBL\destruct\pit_destruct.rvmat","GR_VBL\data\pit2.rvmat","GR_VBL\destruct\pit2_destruct.rvmat","GR_VBL\destruct\pit2_destruct.rvmat","GR_VBL\data\turret1.rvmat","GR_VBL\destruct\turret1_destruct.rvmat","GR_VBL\destruct\turret1_destruct.rvmat"*/ class Reflectors { class Left { color[] = {0.9, 0.8, 0.8, 1.0}; ambient[] = {0.1, 0.1, 0.1, 1.0}; position = "L svetlo"; direction = "konec L svetla"; hitpoint = "L svetlo"; selection = "L svetlo"; size = 0.7; brightness = 0.5; }; class Right { color[] = {0.9 , 0.8, 0.8, 1.0}; ambient[] = {0.1, 0.1, 0.1, 1.0}; position = "P svetlo"; direction = "konec P svetla"; hitpoint = "P svetlo"; selection = "P svetlo"; size = 0.7; brightness = 0.5; }; }; aggregateReflectors[] = {{"Left", "Right"}}; class Library { libTextDesc = "Greek VBL"; }; }; }; Model.cfg class CfgSkeletons { class vbl4th_carbase_Skeleton { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "glass","damagehide", "body","", "inner","", "turret2","", "otochlaven","turret2", "ammo_belt","otochlaven", "zasleh","otochlaven", "steer","", "leather","", "misc","", "misc2","", "doorR","", "doorL","", "doorB","", "volant","", "amortiser","", "propeller","", "wheelFL_damper","", "zbytek","", "wheelFL_steering","wheelFL_damper", "wheelFL","wheelFL_steering", "wheelFL_Damage","wheelFL", "wheelFR_damper","", "wheelFR_steering","wheelFR_damper", "wheelFR","wheelFR_steering", "wheelFR_Damage","wheelFR", "wheelBL_damper","", "wheelBL","wheelBL_damper", "wheelBL_Damage","wheelBL", "wheelBR_damper","", "wheelBR","wheelBR_damper", "wheelBR_Damage","wheelBR" }; }; }; class CfgModels { class vbl4th_carbase { skeletonName="vbl4th_carbase_Skeleton"; sectionsInherit=""; sections[]= { "glass","damagehide", "turret2","", "OtocHlaven","turret2", "OtocHlaven","ammo_box", "OtocHlaven","ammo_belt", "doorR","", "doorL","", "doorB","", "volant","", "brzdove svetlo", "zadni svetlo", "P svetlo","", "L svetlo","", "zbytek","", "propeller","", "wheelFL_damper","", "wheelFL_steering","wheelFL_damper", "wheelFL","wheelFL_steering", "wheelFL_Damage","wheelFL", "wheelFR_damper","", "wheelFR_steering","wheelFR_damper", "wheelFR","wheelFR_steering", "wheelFR_Damage","wheelFR", "wheelBL_damper","", "wheelBL","wheelBL_damper", "wheelBL_Damage","wheelBL", "wheelBR_damper","", "wheelBR","wheelBR_damper", "wheelBR_Damage","wheelBR", "amortiser","", "zasleh" }; class animations { class damageHide { type="hide"; source="damage"; selection="damagehide"; minValue = 0.0;//rad 0.0 maxValue = 1.0;//rad 57.29578 minPhase = 0.0;//rad 0.0 maxPhase = 1.0;//rad 57.29578 hideValue = 1.0; }; class damage_doorB { type="hide"; selection="doorB"; source="damage"; damageValue=1; }; class damage_doorL: damage_doorB { selection="doorL"; }; class damage_doorR: damage_doorB { selection="doorR"; }; class damage_frontLights: damage_doorB { selection="frontLights"; }; class damage_wheelFL_damper: damage_doorB { selection="wheelFL_damper"; }; class damage_wheelFR_damper: damage_doorB { selection="wheelFR_damper"; }; class damage_wheelBL_damper: damage_doorB { selection="wheelBL_damper"; }; class damage_wheelBR_damper: damage_doorB { selection="wheelBR_damper"; }; class destruct_heigh_ppt { type="translation"; source="damage"; selection="wheelFL_damper"; axis="land_move_axis"; memory=1; minValue=0.999999; maxValue=1.000000; offset0=0; offset1=-0.280000; }; class destruct_heigh_pdt: destruct_heigh_ppt { selection="wheelFR_damper"; }; class destruct_heigh_pprt: destruct_heigh_ppt { selection="wheelBR_damper"; offset1=-0.380000; }; class destruct_heigh_pzt: destruct_heigh_ppt { selection="wheelBL_damper"; offset1=-0.380000; }; class drivingWheel { type="rotation"; source="drivingWheel"; selection="volant"; axis="volant_axis"; memory = false; minValue=-1; maxValue=1; angle0=4; angle1=-4; }; class MainTurret { type="rotationY"; source="mainTurret"; selection="turret2"; axis="OsaVeze"; animPeriod=0; memory=0; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class MainGun: MainTurret { type="rotationX"; source="mainGun"; selection="OtocHlaven"; axis="OsaHlavne"; begin="usti hlavne"; end="konec hlavne"; }; class doorR { type="Rotation"; selection="doorR"; axis="osa_doorR"; animPeriod=0; sourceAddress="clamp"; memory=1; minValue=0; maxValue=1; angle0=0; angle1="rad -75"; }; class doorL { type="Rotation"; selection="doorL"; axis="osa_doorL"; animPeriod=0; sourceAddress="clamp"; memory=1; minValue=0; maxValue=1; angle0=0; angle1="rad 75"; }; class doorB { type="Rotation"; selection="doorB"; axis="osa_doorB"; animPeriod=0; sourceAddress="clamp"; memory=1; minValue=0; maxValue=1; angle0=0; angle1="rad 90"; }; class ammo_belt_rotation { type="rotationZ"; source="belt_rotation"; selection="ammo_belt"; axis="ammo_belt_axis"; memory=1; sourceAddress="loop"; minValue=0.000000; maxValue=0.010000; angle0=0.000000; angle1=-0.209440; }; class SteeringFL_1 { type="rotationY"; source="drivingWheel"; selection="wheelFL_steering"; axis="wheelFL_steering_axis"; memory=1; minValue="rad -90"; maxValue="rad +90"; angle0=1.047198; angle1=-1.047198; }; class SteeringFR_1: SteeringFL_1 { selection="wheelFR_steering"; axis="wheelFR_steering_axis"; angle0=1.047198; angle1=-1.047198; }; class WheelFL_1 { type="rotationX"; source="wheel"; selection="wheelFL"; axis=""; memory=1; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class WheelFR_1: WheelFL_1 { selection="wheelFR"; }; class WheelBL_1: WheelFL_1 { selection="wheelBL"; }; class WheelBR_1: WheelFL_1 { selection="wheelBR"; }; class WheelFL_1_Damper { type="translationY"; source="damper"; selection="wheelFL_damper"; axis=""; minValue=-0.090000; maxValue=1; memory=1; }; class WheelFR_1_Damper: WheelFL_1_Damper { selection="wheelFR_damper"; }; class WheelBL_1_Damper: WheelFL_1_Damper { selection="wheelBL_damper"; }; class WheelBR_1_Damper: WheelFL_1_Damper { selection="wheelBR_damper"; }; class propeller_1 { type="rotationZ"; source="wheel"; selection="propeller"; axis="propeller_axis"; memory=1; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad 360"; }; }; }; class vbl4th: vbl4th_carbase{}; }; Edited April 21, 2012 by Aplion Share this post Link to post Share on other sites
VXR 9 Posted April 21, 2012 Try to Cut and paste the windows. In what other lods do you have the windows defined? shadow etc.? Share this post Link to post Share on other sites
Αplion 1122 Posted April 21, 2012 Try to Cut and paste the windows.In what other lods do you have the windows defined? shadow etc.? Windows are defined to Resolution - Geometry and Fire Geometry LODs ... Cut & Paste in all three LODs ? Share this post Link to post Share on other sites