nitro65 2 Posted June 11, 2012 (edited) Im having issues with my boat, I get it into game but its always backwards from the way I place It? And my driver proxy is also backwards? Ive tried reversing the driver proxy but it doesnt seem to matter help Im a Newbie at t? Also My Animations arent working either, this is the config i tried to make. class CfgPatches { class CAWater { units[] = {FAB_Boat}; weapons[] = {}; requiredVersion = 0.10; requiredAddons[] ={}; }; }; #include "basicDefines.hpp" #include "CrewAnimations.hpp" class CfgVehicles { class RHIB; class FAB_Boat:RHIB { scope=2; displayName=" FAB_Boat"; model="\FAB_Boat\FAB_Boat.p3d"; mapsize = 8; namesound = "aircraft"; transportSoldier=2; maxSpeed=300; }; }; class Sounds { class Engine { sound[] = {"\FAB_Boat\sound\FAB_Boat_turbine",2.51189,1.0,900}; }; }; class Rotation; class CfgModels { class AllVehicles; class Ship: AllVehicles { isDiscrete=0; skeletonInherit="FAB_Boat"; skeletonBones[]= { "vrtule_1", "vrtule_2", "vrtule_3", "otocvez", "volant", "", "radar", "" }; }; precision=10; brakeDistance=20; skeletonName="FAB_Boat"; class Animations { class DrivingWheel { type="rotation"; source="drivingWheel"; selection="volant"; sourceAddress="clamp"; begin="osaVolantZac"; end="osaVolantKon"; memory="1"; angle0=2; angle1=-2; }; class virtule_1: rotation { type="rotationZ"; source="rotor"; selection="vrtule_1"; axis="vrtule_1_axis"; sourceaddress="loop"; memory="1"; angle0=0.000000; angle1=62.831852; }; class vrtule_2: rotation { type="rotationZ"; source="rotor"; selection="vrtule_2"; axis="vrtule_2_axis"; sourceAddress="loop"; memory="1"; angle0=0.000000; angle1=62.831852; }; class rotor_3: rotation { type="rotationZ"; source="rotor"; selection="vrtule_3"; axis="vrtule_3_axis"; sourceAddress="loop"; memory="1"; angle0=0.000000; angle1=62.831852; }; } }; Edited June 11, 2012 by Max Power Share this post Link to post Share on other sites
[aps]gnat 29 Posted June 11, 2012 Please use tags when posting this code, so we can read it.We will also need to see the CONFIG.CPP to understand what might be happening. Share this post Link to post Share on other sites
max power 21 Posted June 11, 2012 I took the liberty of adding some php tags. Share this post Link to post Share on other sites
nitro65 2 Posted June 11, 2012 I took the liberty of adding some php tags. Thankyou for adding tags MAX , I wouldnt know where to begin with tags :( and i have a video showing in in game just cant seem to get it to move , I git the proxy fixed for driver, but cant seem to get anything else to work :) this is the video on you tube ( ). AND thanks to all that show us little guys how to do this stuff :)---------- Post added at 15:07 ---------- Previous post was at 14:55 ---------- Sorry Gnat im knew , dont know anyting about php :( I got my driver proxy fixed but boat wont move at all :( ( ) this is the boat i designed I know its ruff but im trying :) Share this post Link to post Share on other sites
[aps]gnat 29 Posted June 12, 2012 When editing a post, click GO ADVANCED to see all tags. Your config is messed up bad. Change CONFIG.CPP to class CfgPatches { class MYFASTBOAT { units[] = {FAB_Boat}; weapons[] = {}; requiredVersion = 0.10; requiredAddons[] ={}; }; }; class CfgVehicles { class RHIB; class FAB_Boat:RHIB { scope=2; displayName=" FAB_Boat"; model="\FAB_Boat\FAB_Boat.p3d"; mapsize = 8; namesound = "aircraft"; transportSoldier=2; maxSpeed=300; precision=10; brakeDistance=20; class Sounds { class Engine { sound[] = {"\FAB_Boat\sound\FAB_Boat_turbine",2.51189,1.0,900}; }; }; }; }; Make another file in the folder called MODEL.CFG class CfgSkeletons { class Ship; class MYBOATBones: Ship { isDiscrete=1; skeletonInherit = ""; skeletonBones[]= { "vrtule_1","", "vrtule_2","", "vrtule_3","", "otocvez","", "volant","", "radar","" }; }; }; class cfgModels { class Ship; class NAME_OF_MY_P3D_FILE: Ship { skeletonName = "MYBOATBones"; sectionsInherit=""; sections[]= { "vrtule_1", "vrtule_2", "vrtule_3", "otocvez", "volant", "radar" }; class Animations { class DrivingWheel { type="rotation"; source="drivingWheel"; selection="volant"; sourceAddress="clamp"; begin="osaVolantZac"; end="osaVolantKon"; memory="1"; angle0=2; angle1=-2; }; class virtule_1 { type="rotationZ"; source="rotor"; selection="vrtule_1"; axis="vrtule_1_axis"; sourceaddress="loop"; memory="1"; angle0=0.000000; angle1=62.831852; }; class vrtule_2 { type="rotationZ"; source="rotor"; selection="vrtule_2"; axis="vrtule_2_axis"; sourceAddress="loop"; memory="1"; angle0=0.000000; angle1=62.831852; }; class rotor_3 { type="rotationZ"; source="rotor"; selection="vrtule_3"; axis="vrtule_3_axis"; sourceAddress="loop"; memory="1"; angle0=0.000000; angle1=62.831852; }; } }; }; Now you should be able to see the Animations in BULDOZER by clicking and rolling the middle mouse button. BTW, it won't go 300kph .... the game engine won't let it. Share this post Link to post Share on other sites
nitro65 2 Posted June 12, 2012 Thanks Gnatt, ? About the middle mouse thing its not working um , do you have to select a certain object or something before opening buldozer i tried ctrl a and just selecting certain things before opening Buldozer just no luck. Buldozer works fine just no animations. im also designing some other models a heavy lift chopper, and my baby SR-71 blackbird plane ther coming along real nice I want those perfect this is a kool learning experiance :) Share this post Link to post Share on other sites
[aps]gnat 29 Posted June 12, 2012 So long as the MODEL.CFG file is there before you load the P3D it should work. Did you change the "NAME_OF_MY_P3D_FILE" bit !? And no, you dont have to select anything, the middle mouse click does it for you. Share this post Link to post Share on other sites
nitro65 2 Posted June 12, 2012 OK so IN Game controls are all backwards lol, S is forward W is reverse but my left and right controls are good heh, not sure what to think about that! :( Share this post Link to post Share on other sites
nitro65 2 Posted June 13, 2012 OK so I fixed THE model just had it backwards in o2 , reversed the model and repacked it its fine now all controls are right direction lol. Share this post Link to post Share on other sites
nitro65 2 Posted June 13, 2012 that awsome good stuff GNATT, too funny :rolleyes: like i wrote before heh newbie hehehehe:j: but on a serious note i still cant seem to get animations to work, when I middle mouse click or even in game, im stumped. also my insrument panel it seems something about it cant open the co.paa file i made even tho i put it in the texture window directory ? Share this post Link to post Share on other sites
nitro65 2 Posted August 24, 2012 (edited) Okay Back AT It , still having issues with the animations not showing up in Buldozer, this is what i have so Far ! When I try to open it up in Buldozer i Get Error NO Entry 'bin\config.cpp.CfgSkeletons'. ??? :( this is For arma2 guys ! Model.cfg ! class CfgSkeletons { class Vehicle; class FAB_Boat:Vehicle { isDiscrete=1; skeletonInherit="FAB_Boat"; skeletonBones[]= { "vrtule", "" , "volant" }; }; }; class Rotation; class CfgModels { class Ship; class FAB_Boat:Ship { sectionsInherit=""; skeletonName="FAB_BoatSkeleton"; sections[]= { }; class Animations { class DrivingWheel { type="rotation"; source="drivingWheel"; selection="volant"; begin="osaVolantZac"; end="osaVolantKon"; memory="false"; minValue=-1; maxValue=1; angle0=2; angle1=-2; }; class vrtule: Rotation { type="rotation"; source="rotor"; selection="vrtule"; axis="osa vrtule"; sourceAddress="loop"; angle0=0.000000; angle1=62.831852; }; }; }; }; Config.cpp ! class CfgPatches { class MyFABBoat { units[] = {FAB_Boat}; weapons[] = {}; requiredVersion = 0.10; requiredAddons[] ={"CAWeapons","CACharacters","CA_Anims_Char"}; }; }; class CfgVehicles { class Ship; class FAB_Boat:Ship { memoryPointLMissile = "Missile_1"; //zkusim otocit memoryPointRMissile = "Missile_2"; //zkusim otocit scope=2; side=1; displayName=" FAB_Boat"; crew=SoldierWPilot; Audible=6; accuracy = 0.03; armor= 30; LockDetectSystem = 2; picture="\FAB_Boat\icons\FAB_Boat_picture_CA.paa"; Icon="\FAB_Boat\icons\FAB_Boat_icons_CA.paa"; model="\FAB_Boat\FAB_Boat.p3d"; mapsize = 8; transportSoldier=2; namesound=FAB_Boat; maxSpeed=150; precision=10; brakeDistance=15; weapons[]={HellfireLauncher}; magazines[]={8Rnd_Hellfire}; soundEngine[]={\ca\air\Data\Sound\AH1_engine_v3a,db32,1}; }; }; class CfgNonAIVehicles { class ProxyDriver; class ProxyParasutista: ProxyDriver {}; class ProxyWeapon; class ProxyAGM114Hellfire: ProxyWeapon {model = \ca\air\AGM114Hellfire; simulation = "maverickweapon";}; }; Edited August 24, 2012 by [FRL]Myke Share this post Link to post Share on other sites
Sealife 22 Posted August 24, 2012 class CfgSkeletons{ class Vehicle; class FAB_Boat:Vehicle class Ship;class FAB_Boat:Ship { sectionsInherit=""; skeletonName="FAB_BoatSkeleton"; skeleton name is wrong at first glance. and skeletonInherit="FAB_Boat"; it isnt inheriting anything unless you have more model.cfg ? Share this post Link to post Share on other sites
nitro65 2 Posted August 24, 2012 okay so I named my project originally FAB_Boat in p\drive \armawork folder. should i change that ? more model cfg ? sorry im relly noob at this no experiance at all . Share this post Link to post Share on other sites
[frl]myke 15 Posted August 24, 2012 @NITRO65 please make use of the code tags when posting scripts or configs, it makes the post easier readable. You might click on edit of your post to see how it is done. Thank you. Share this post Link to post Share on other sites
nitro65 2 Posted August 24, 2012 Am i suppose to be using the model config editor in the tools section of o2? If so i wish there was a tutorial on that :) Share this post Link to post Share on other sites
[aps]gnat 29 Posted August 25, 2012 MODEL.CFG is just a text file. No, don't (well .... I've never) use the config editor thats part of O2. I use the same editor I use for CONFIG.CPP So long as the (one and only) MODEL.CFG file is in the same directory as the P3D file, then when you load your P3D into O2, the model.cfg will automatically load also. NOTES: - If you edit your MODEL.CFG while O2 is open, Buldozer will likely NOT update animations. I usually a) open any other p3d file, b) close, c) reopen your main p3d file. - As I already mentioned, your Class CFGModels must, MUST contain the same name as your P3D file name. e.g. class CfgModels { class Ship; class FAB_Boat:Ship ... ... Your P3D file MUST be called "FAB_Boat.p3d" Share this post Link to post Share on other sites
nitro65 2 Posted August 25, 2012 thanks Gnat, For some reason cant seem to get my animations to load into buldozer , However i do have the the p3d file as the same name FAB_Boat ! Share this post Link to post Share on other sites
[aps]gnat 29 Posted August 26, 2012 Suspect its failing quietly in the background due to a lot of error memory="false"; Thats not the way you use it (and you havent defined false anyway). Simply replace with memory=0; class vrtule: Rotation You didnt predefine "Rotation" and you dont need to Just do class vrtule { skeletonName="FAB_BoatSkeleton" There is no FAB_BoatSkeleton defined !! Instead you have class CfgSkeletons { class Vehicle; class FAB_Boat Needs fixing Share this post Link to post Share on other sites
TheNewGuy 1 Posted September 1, 2012 had a problem with that too i just flipped it and it seemed to work Share this post Link to post Share on other sites
nitro65 2 Posted November 28, 2012 (edited) Hi Guys, trying my hand at modeling a car for arma2, having trouble with, error showing up when i try to open o2 buldozer viewer, any thoughts please? Also my name for p folder is TFC , and my p3d name is Mustang in o2. class CfgSkeletons { class TFC_Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class TFC_Vehicle: TFC_Default { isDiscrete=1; skeletonInherit=" TFC_Default"; skeletonBones[]= { "damageHide", "ukaz_rychlo", "", "DriveWheel", "", }; }; class TFC_CarSkeleton: TFC_Vehicle { skeletonInherit=" TFC_Vehicle"; skeletonBones[]= { "ABSwitch", "", "DriveWheel", "", "levy predni tlumic", "", "pravy predni tlumic", "", "levy dalsi tlumic", "", "pravy dalsi tlumic", "", "levy predni zatoc", "levy predni tlumic", "pravy predni zatoc", "pravy predni tlumic", "levy dalsi zatoc", "levy dalsi tlumic", "pravy dalsi zatoc", "pravy dalsi tlumic", "levy prostredni tlumic", "", "pravy prostredni tlumic", "", "levy zadni tlumic", "", "pravy zadni tlumic", "", "levy predni", "levy predni zatoc", "pravy predni", "pravy predni zatoc", "levy dalsi", "levy dalsi zatoc", "pravy dalsi", "pravy dalsi zatoc", "levy prostredni", "levy prostredni tlumic", "pravy prostredni", "pravy prostredni tlumic", "levy zadni", "levy zadni tlumic", "pravy zadni", "pravy zadni tlumic", "ukaz_rychlo", "", "ukaz_rychlo2", "", "ukaz_rpm", "", "fuel_01", "", "fuel_1", "", "prop_01", "", "prop_02", "", "prop_2", "", "prop_1", "", }; }; class TFCMustangSkeleton: TFC_CarSkeleton { isDiscrete=1; skeletonInherit=" TFC_CarSkeleton"; skeletonBones[]= { }; }; class default; class Flag: default { }; class FlagCarrier: default { skeletonInherit="Default"; skeletonBones[]= { "stozar", "", "vlajka", "" }; }; }; class Rotation { type="rotation"; memory=1; minValue=0; maxValue=1; angle0=0; angle1=1; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class TFC_Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class flag_vojak: Default { sections[]= { "latka" }; }; class TFC_Vehicle: TFC_Default { sectionsInherit=" TFC_Default"; sections[]= { "velka vrtule", "mala vrtule", "velka vrtule staticka", "mala vrtule staticka", "cislo", "grupa", "side", "sektor", "clan", "clan_sign", "podsvit pristroju", "poskozeni", "L svetlo", "P svetlo", }; skeletonName="TFC_Vehicle"; class Animations { class damageHide { type="hide"; source="damage"; selection="damageHide"; }; }; }; class TFC_Car: TFC_Vehicle { sectionsInherit="TFC_Vehicle"; sections[]= { "ammo", "sklo predni p", "sklo predni l", "zadni svetlo", "brzdove svetlo", "spz", "karoserie", "motor", "zbran", "vez", "zbytek", "levy predni", "levy prostredni", "levy zadni", "pravy predni", "pravy prostredni", "pravy zadni", "clan", "clan_sign", "P svetlo", "L svetlo", "palivo" }; skeletonName="TFC_CarSkeleton"; class Animations { class damageHide { type="hide"; source="damage"; selection="damageHide"; }; class IndicatorSpeed { animPeriod=0; type="rotation"; source="speed"; selection="ukaz_rychlo"; axis="osa_rychlo"; memory=0; minValue=0.000000; maxValue=16.670000; angle0=0.000000; angle1=2.879793; }; class IndicatorSpeed2 { type="rotation"; source="speed"; selection="ukaz_rychlo2"; axis="osa_rychlo2"; memory="false"; animPeriod=0; minValue=0; maxValue=16.670000; angle0=0; angle1="rad -240"; }; class IndicatorRPM { animPeriod=0; type="rotation"; source="rpm"; selection="ukaz_rpm"; axis="osa_rpm"; memory=0; minValue=0.000000; maxValue=1.000000; angle0=0.000000; angle1=2.967060; }; class DrivingWheel { type="rotation"; source="drivingWheel"; selection="drivewheel"; axis="drivewheel_axis"; minValue=-1; maxValue=1; angle0=8; angle1=-8; }; class TurnFrontWheelR { type="rotationY"; source="drivingWheel"; selection="pravy predni zatoc"; axis="pravy predni"; memory="false"; animPeriod=0; sourceAddress="loop"; minValue="rad -180"; maxValue="rad +180"; angle0="rad +90"; angle1="rad -90"; }; class TurnFrontWheelL: TurnFrontWheelR { selection="levy predni zatoc"; axis="levy predni"; }; class TurnFrontWheelR2: TurnFrontWheelR { selection="pravy dalsi zatoc "; axis="pravy dalsi"; }; class TurnFrontWheelL2: TurnFrontWheelR { selection="levy dalsi zatoc "; axis="levy dalsi"; }; class FrontWheelR { type="rotationX"; source="wheel"; selection="pravy predni"; axis=""; memory="true"; animPeriod=0; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad 360"; }; class FrontWheel2R: FrontWheelR { selection="pravy dalsi"; }; class BackWheelR: FrontWheelR { selection="pravy zadni"; }; class BackWheel2R: FrontWheelR { selection="pravy prostredni"; }; class FrontWheelL: FrontWheelR { selection="levy predni"; }; class FrontWheel2L: FrontWheelR { selection="levy dalsi"; }; class BackWheelL: FrontWheelR { selection="levy zadni"; }; class BackWheel2L: FrontWheelR { selection="levy prostredni"; }; class FrontWheelDamperR { type="translationY"; source="damper"; selection="pravy predni tlumic"; axis=""; animPeriod=0; minValue=-1000; maxValue=1000; }; class FrontWheelDamper2R: FrontWheelDamperR { selection="pravy dalsi tlumic"; }; class BackWheelDamperR: FrontWheelDamperR { selection="pravy zadni tlumic"; }; class BackWheelDamper2R: FrontWheelDamperR { selection="pravy prostredni tlumic"; }; class FrontWheelDamperL: FrontWheelDamperR { selection="levy predni tlumic"; }; class FrontWheelDamper2L: FrontWheelDamperR { selection="levy dalsi tlumic"; }; class BackWheelDamperL: FrontWheelDamperR { selection="levy zadni tlumic"; }; class BackWheelDamper2L: FrontWheelDamperR { selection="levy prostredni tlumic"; }; }; }; class Mustang: TFC_Car { skeletonName="MustangSkeleton"; sections[]= { "skin1", "licence", }; class Animations: Animations { class IndicatorSpeed: IndicatorSpeed { maxValue=16.670000; angle0=-0.174533; angle1=3.141593; }; class IndicatorRPM: IndicatorRPM { angle0=0.000000; angle1=1.483530; }; class fuel { type="rotation"; source="fuel"; selection="fuel_1"; axis="fuel_1_axis"; memory=0; minValue=0.000000; maxValue=1.000000; angle0=-0.087266; angle1=-1.658063; }; class prop_01 { type="rotation"; source="rpm"; selection="prop_01"; axis="prop_01_axis"; memory=0; minValue=0.000000; maxValue=0.360000; angle0=1.396263; angle1=0.000000; }; class prop_02 { type="rotation"; source="rpm"; selection="prop_02"; axis="prop_02_axis"; memory=0; minValue=0.000000; maxValue=0.640000; angle0=0.349066; angle1=-0.349066; }; class ABSwitch { type = "rotation"; source = "ABSwitch"; sourceAddress = "clamp"; minValue = 0; maxValue = 1; animperiod = 1; selection = "ABSwitch"; axis = "axis_ABSwitch"; angle0 = "0"; angle1 = "0.00017"; }; }; }; }; and my config attempt for config. cpp #include "CrewAnimations.hpp" class CfgPatches { class TFC { units[] = {TFC}; requiredVersion = 0.100000; requiredAddons[] = {}; }; }; class CfgVehicleClasses { class TFC { displayName = "TFC Mustang"; }; }; class CfgVehicles { class All { }; class AllVehicles : All {}; class Land : AllVehicles {}; class LandVehicle : Land {}; class Car : LandVehicle { class UserActions; class Exhausts; // External class reference class AnimationSources; // External class reference class HitPoints { class HitLFWheel; // External class reference class HitLBWheel; // External class reference class HitLMWheel; // External class reference class HitLF2Wheel; // External class reference class HitRFWheel; // External class reference class HitRBWheel; // External class reference class HitRMWheel; // External class reference class HitRF2Wheel; // External class reference }; }; class TFCBase: Car { scope = 0; picture = "\Ca\wheeled\data\ico\skodovka_CA.paa"; Icon = "\Ca\wheeled\data\map_ico\icomap_skoda_CA.paa"; mapSize = 6; faction = "CIV"; crew = "RU_Hooker4"; typicalCargo[] = {"RU_Hooker4"}; wheelCircumference = 1.988000; maxSpeed = 300; side = 3; displayName = "TFC_Mustang"; accuracy = 0.500000; extCameraPosition[] = {0.500000, 2, -10}; armor = 20; damageResistance = 0.018210; cost = 2000; fuelCapacity = 40; transportSoldier = 1; transportAmmo = 0; terrainCoef=.500000; turnCoef=2; soundGear[] = {"", 0.000177828, 1}; insideSoundCoef = 0.9; SoundGetIn[] = {"ca\sounds\Vehicles\wheeled\GOLF\ext\ext-golf-getout", 0.562341, 1}; SoundGetOut[] = {"ca\sounds\Vehicles\wheeled\GOLF\ext\ext-golf-getout", 0.562341, 1, 40}; soundEngineOnInt[] = {"ca\sounds\Vehicles\Wheeled\GOLF\int\int-golf-start-1", 0.562341, 1.0}; soundEngineOnExt[] = {"ca\sounds\Vehicles\Wheeled\GOLF\ext\ext-golf-start-1", 0.562341, 1.0, 250}; soundEngineOffInt[] = {"ca\sounds\vehicles\Wheeled\GOLF\int\int-golf-stop-1", 0.562341, 1.0}; soundEngineOffExt[] = {"ca\sounds\vehicles\Wheeled\GOLF\ext\ext-golf-stop-1", 0.562341, 1.0, 250}; buildCrash0[] = {"Ca\sounds\Vehicles\Crash\crash_building_01", 0.707946, 1, 200}; buildCrash1[] = {"Ca\sounds\Vehicles\Crash\crash_building_02", 0.707946, 1, 200}; buildCrash2[] = {"Ca\sounds\Vehicles\Crash\crash_building_03", 0.707946, 1, 200}; buildCrash3[] = {"Ca\sounds\Vehicles\Crash\crash_building_04", 0.707946, 1, 200}; soundBuildingCrash[] = {"buildCrash0", 0.25, "buildCrash1", 0.25, "buildCrash2", 0.25, "buildCrash3", 0.25}; WoodCrash0[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_01", 0.707946, 1, 200}; WoodCrash1[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_02", 0.707946, 1, 200}; WoodCrash2[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_03", 0.707946, 1, 200}; WoodCrash3[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_04", 0.707946, 1, 200}; WoodCrash4[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_05", 0.707946, 1, 200}; WoodCrash5[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_06", 0.707946, 1, 200}; soundWoodCrash[] = {"woodCrash0", 0.166, "woodCrash1", 0.166, "woodCrash2", 0.166, "woodCrash3", 0.166, "woodCrash4", 0.166, "woodCrash5", 0.166}; ArmorCrash0[] = {"Ca\sounds\Vehicles\Crash\crash_vehicle_01", 0.707946, 1, 200}; ArmorCrash1[] = {"Ca\sounds\Vehicles\Crash\crash_vehicle_02", 0.707946, 1, 200}; ArmorCrash2[] = {"Ca\sounds\Vehicles\Crash\crash_vehicle_03", 0.707946, 1, 200}; ArmorCrash3[] = {"Ca\sounds\Vehicles\Crash\crash_vehicle_04", 0.707946, 1, 200}; soundArmorCrash[] = {"ArmorCrash0", 0.25, "ArmorCrash1", 0.25, "ArmorCrash2", 0.25, "ArmorCrash3", 0.25}; class SoundEvents { class AccelerationIn { sound[] = {"ca\sounds\Vehicles\Wheeled\GOLF\int\int-golf-acce-1", 0.891251, 1.0}; limit = 0.15; expression = "engineOn*(1-camPos)*2*gmeterZ*((speed factor[1.5, 5]) min (speed factor[5, 1.5]))"; }; class AccelerationOut { sound[] = {"ca\sounds\Vehicles\Wheeled\GOLF\ext\ext-golf-acce-1", 0.562341, 1.0, 250}; limit = 0.15; expression = "engineOn*camPos*2*gmeterZ*((speed factor[1.5, 5]) min (speed factor[5, 1.5]))"; }; }; class Sounds { class Engine { sound[] = {"ca\sounds\Vehicles\Wheeled\GOLF\ext\ext-golf-low-1", 0.398107, 1.0, 300}; frequency = "(randomizer*0.05+1.25)*rpm"; volume = "camPos*engineOn*((rpm factor[0.25, 0.4]) min (rpm factor[0.6, 0.45]))"; }; class EngineHighOut { sound[] = {"ca\sounds\Vehicles\Wheeled\GOLF\ext\ext-golf-high-1", 0.398107, 0.8, 450}; frequency = "(randomizer*0.05+1.1)*rpm"; volume = "camPos*engineOn*(rpm factor[0.5, 0.9])"; }; class IdleOut { sound[] = {"ca\sounds\Vehicles\Wheeled\GOLF\ext\ext-golf-idle-1", 0.316228, 1.0, 100}; frequency = "1"; volume = "engineOn*camPos*(rpm factor[0.4, 0])"; }; class TiresRockOut { sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-rock2", 0.0562341, 1.0, 40}; frequency = "1"; volume = "camPos*rock*(speed factor[4, 20])"; }; class TiresSandOut { sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-sand2", 0.0562341, 1.0, 40}; frequency = "1"; volume = "camPos*sand*(speed factor[4, 20])"; }; class TiresGrassOut { sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-grass3", 0.0562341, 1.0, 40}; frequency = "1"; volume = "camPos*grass*(speed factor[4, 20])"; }; class TiresMudOut { sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-mud2", 0.0562341, 1.0, 40}; frequency = "1"; volume = "camPos*mud*(speed factor[4, 20])"; }; class TiresGravelOut { sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-gravel2", 0.0562341, 1.0, 40}; frequency = "1"; volume = "camPos*gravel*(speed factor[4, 20])"; }; class TiresAsphaltOut { sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-asphalt3", 0.0562341, 1.0, 40}; frequency = "1"; volume = "camPos*asphalt*(speed factor[4, 20])"; }; class NoiseOut { sound[] = {"ca\sounds\Vehicles\Wheeled\Noises\ext\noise2", 0.0562341, 1.0, 40}; frequency = "1"; volume = "camPos*(damper0 max 0.036)*(speed factor[0, 8])"; }; class EngineLowIn { sound[] = {"ca\sounds\Vehicles\Wheeled\GOLF\int\int-golf-low-1", 0.707946, 1.0}; frequency = "(randomizer*0.05+1.3)*rpm"; volume = "(1-camPos)*engineOn*((rpm factor[0.3, 0.5]) min (rpm factor[0.7, 0.52]))"; }; class EngineHighIn { sound[] = {"ca\sounds\Vehicles\Wheeled\GOLF\int\int-golf-high-1", 0.707946, 0.95}; frequency = "(randomizer*0.05+1.2)*rpm"; volume = "(1-camPos)*engineOn*(rpm factor[0.6, 1.0])"; }; class IdleIn { sound[] = {"ca\sounds\Vehicles\Wheeled\GOLF\int\int-golf-idle-1", 0.562341, 1.0}; frequency = "1"; volume = "(1-camPos)*engineOn*(rpm factor[0.4, 0])"; }; class TiresRockIn { sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-rock2", 0.0707946, 1.0}; frequency = "1"; volume = "(1-camPos)*rock*(speed factor[2, 20])"; }; class TiresSandIn { sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-sand2", 0.0707946, 1.0}; frequency = "1"; volume = "(1-camPos)*sand*(speed factor[2, 20])"; }; class TiresGrassIn { sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-grass3", 0.0707946, 1.0}; frequency = "1"; volume = "(1-camPos)*grass*(speed factor[2, 20])"; }; class TiresMudIn { sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-mud2", 0.0707946, 1.0}; frequency = "1"; volume = "(1-camPos)*mud*(speed factor[2, 20])"; }; class TiresGravelIn { sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-gravel2", 0.0707946, 1.0}; frequency = "1"; volume = "(1-camPos)*gravel*(speed factor[2, 20])"; }; class TiresAsphaltIn { sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-asphalt3", 0.0562341, 1.0}; frequency = "1"; volume = "(1-camPos)*asphalt*(speed factor[2, 20])"; }; class NoiseIn { sound[] = {"ca\sounds\Vehicles\Wheeled\Noises\int\int-noise2", 0.1, 1.0}; frequency = "1"; volume = "(damper0 max 0.03)*(speed factor[0, 8])*(1-camPos)"; }; class Movement { sound = "soundEnviron"; frequency = "1"; volume = "0"; }; }; weapons[] = {"SportCarHorn"}; magazines[] = {}; driverAction = "Skodovka_Driver"; cargoAction[] = {"Skodovka_Cargo01"}; cargoIsCoDriver[] = {1, 0}; hasGunner = 0; class Turrets {}; class Library {libTextDesc = "$STR_LIB_SKODA"}; rarityUrban = 0.500000; class UserActions { }; class Afterburner { displayName ="Blower On"; position = "pilotcontrol"; radius =15; condition = "speed this >50 and this animationPhase ""ABSwitch"" <= 0.1"; statement = "this execvm ""\TFC_Mustang\script\Blower.sqf""; "; onlyforplayer = False; }; class Afterburner_1 { displayName ="Blower Off"; position = "pilotcontrol"; radius =15; condition = "this animationPhase ""ABSwitch"" >= 0.9"; statement = "this animate [""ABSwitch"",0]"; onlyforplayer = False; }; }; class Mustang: MustangBase { scope = 2; accuracy = 1000; crew = "Citizen1"; faction = "CIV"; vehicleClass = "car_pl"; typicalCargo[] = {"Citizen1"}; model = "\TFC_Mustang\Mustang.p3d"; picture = "\Ca\wheeled\data\ico\skodovka_CA.paa"; Icon = "\Ca\wheeled\data\map_ico\icomap_skoda_CA.paa"; mapSize = 6; displayName = "TFC Mustang (Orange)"; displayNameShort = "Mustang"; class HitPoints : HitPoints { class HitEngine { armor = 0.4; material = 60; name = "motor"; visual = "motor"; passThrough = 1; }; class HitBody { armor = 1; material = 51; name = "karoserie"; visual = "karoserie"; passThrough = 1; }; class HitFuel { armor = 0.3; material = 51; name = "palivo"; passThrough = 1; }; class HitLFWheel { armor = 0.38; material = -1; name = "levy predni tlumic"; visual = "levy predni tlumic"; passThrough = 0; }; class HitRFWheel { armor = 0.38; material = -1; name = "pravy predni tlumic"; visual = "pravy predni tlumic"; passThrough = 0; }; class HitLBWheel { armor = 0.38; material = -1; name = "levy zadni tlumic"; visual = "levy zadni tlumic"; passThrough = 0; }; class HitRBWheel { armor = 0.38; material = -1; name = "pravy zadni tlumic"; visual = "pravy zadni tlumic"; passThrough = 0; }; class HitGlass1 { armor = 0.05; material = -1; name = "sklo predni L"; visual = "sklo predni L"; passThrough = 0; }; class HitGlass2 : HitGlass1 { name = "sklo predni P"; visual = "sklo predni P"; }; }; dammageHalf[] = {"\TFC_Mustang\textures\Mustang\glass_ca.paa", "\TFC_Mustang\textures\Mustang\broke_glass.paa"}; dammageFull[] = {"\TFC_Mustang\textures\Mustang\glass_ca.paa", "\TFC_Mustang\textures\Mustang\broken_glass.paa"}; class Damage { tex[] = {}; mat[] = {"TFC_Mustang\textures\Mustang\skin_1.rvmat", "TFC_Mustang\textures\Mustang\skin_1.rvmat", "TFC_Mustang\textures\Mustang\destruct.rvmat"}; }; rarityUrban = 0.250000; }; }; Edited November 28, 2012 by Max Power Share this post Link to post Share on other sites
nitro65 2 Posted November 28, 2012 I get an error that says when i try to open buldozer cant open bin\config.cpp.cfgskeleton, stumped bieng that im knew to this help? Share this post Link to post Share on other sites
nitro65 2 Posted December 23, 2012 (edited) need help with my mod got it in game but dont really know how to get a custom engine sound in game! edit: things coming together, still dont understand why when i use bin pbo cant get anything to work, i think we need a tutorial on that :) D-q0cJkOJsg Edited December 27, 2012 by Max Power Share this post Link to post Share on other sites
max power 21 Posted December 27, 2012 Hey Nitro, I've been editing your posts a little to keep them in forum regs / easier to read. It's helpful if you're posting configs or code to use the php tags. It will highlight the text and put it in a compact window. If you need to add to a post, you can simply edit your last one unless there's a significant addition that warrants a bump. When using the youtube tags, you don't need the full url. You only need the number/letter video identification part. Share this post Link to post Share on other sites
nitro65 2 Posted June 23, 2013 As Always Thanks Max!!:) Share this post Link to post Share on other sites