bk1276 0 Posted November 18, 2012 as the title says in my model.cfg i believe i have an error in one of the animations all other animations work just this one. model.cfg class CfgSkeletons { class Default {}; class Truck5T : Default {}; class bk12_m2_ferry_Bones: Truck5T { isDiscrete=1; skeletonInherit = ""; //Inherit all bones from class Car. skeletonBones[]= { "wheelL_01","new_hull", "wheelL_02","new_hull", "wheelR_01","new_hull", "wheelR_02","new_hull", "pontoon01","new_hull", "pontoon02","new_hull", "new_hull","", "steering_wheel","new_hull" }; }; }; class CfgModels { class Default { sections[] = {""}; sectionsInherit=""; }; class Car : Default {}; class bk12_m2_ferry { sectionsInherit="Car"; sections[]= { "wheelL_01","wheelL_02", "wheelR_01","wheelR_02", "brake light","light_Front_Left", "light_Front_Right","rear light", "P svetlo","L svetlo", "steering_wheel","Light_1_1","Light_1_2", "pontoon01","pontoon02" }; skeletonName="bk12_m2_ferry_Bones"; class Animations { class WheelL_01 { type="rotationX"; source="wheel"; selection="wheelL_01"; axis="axis_wheell_01"; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class WheelL_02 : WheelL_01 { type="rotationX"; source="wheel"; selection="wheelL_02"; axis="axis_wheelL_02"; memory=false; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class WheelR_01: WheelL_01 { type="rotationX"; source="wheel"; selection="WheelR_01"; axis="axis_WheelR_01"; memory=false; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class WheelR_02 : WheelL_01 { type="rotationX"; source="wheel"; selection="WheelR_02"; axis="axis_WheelR_02"; memory=false; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class WheelL_01_Steering { type="rotationY"; source="drivingWheel"; selection="wheelL_01"; axis=""; memory=false; sourceAddress="clamp"; minValue=-1; maxValue=1; angle0="rad -30"; angle1="rad +30"; }; class WheelR_01_Steering : WheelL_01_Steering { selection="wheelR_01"; }; class SteeringWheel : WheelL_01_Steering { type="rotation"; selection="steering_wheel"; axis="axis_steeringWheel"; angle0="rad +180"; angle1="rad -180"; }; class forks { type = "rotation"; animPeriod = 4; source = "user"; axis="forksaxis"; selection = "forks"; angle0="rad 0"; angle1="rad -14"; }; class pontoon02 { type = "rotation"; animPeriod = 8; source = "user"; axis="pontoon02axis"; selection = "pontoon02"; angle0="rad 0"; angle1="rad +180"; }; class pontoon01 { type = "rotation"; animPeriod = 8; source = "user"; axis="pontoon01axis"; selection = "pontoon01"; angle0="rad 0"; angle1="rad -180"; }; class WheelL_01_v { type="translationY"; source="user"; selection="WheelL_01"; axis="l_01_vert"; memory = true; sourceAddress="clamp "; minValue=0; maxValue=0.5; }; class WheelL_02_v : WheelL_01_v { type="translationY"; source="user"; selection="WheelL_02"; axis="l_02_vert"; memory = true; sourceAddress="clamp "; minValue=0; maxValue=0.5; }; class WheelR_01_v : WheelL_01_v { type="translationY"; source="user"; selection="WheelR_01"; axis="r_01_vert"; memory = true; sourceAddress="clamp "; minValue=0; maxValue=0.5; }; class WheelR_02_v : WheelL_01_v { type="translationY"; source="user"; selection="WheelR_02"; axis="r_02_vert"; memory = true; sourceAddress="clamp "; minValue=0; maxValue=0.5; }; class new_hull { type = "translationY"; source = "user"; memory = "true"; minValue = "-0.5"; maxValue = "0"; axis = "main_axis"; selection = "new_hull"; }; }; }; }; the idea is to raize the wheels into the body / hull buy 0.5m (working) and to lower the body of the vch to the ground. like i said wheels going in to body great body going down NO going up yes config #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 class CfgPatches { class bk12_m2_ferry { units[] = {}; weapons[] = {}; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class LandVehicle: Land {}; class Car: LandVehicle {}; class Truck: Car {}; class Truck5T: Truck {}; class bk12_m2_ferry: Truck5T { scope=public; model="\bk12_m2_ferry\bk12_m2_ferry"; displayName="m2 ferry"; side=TWest; crew = "BAF_crewman_W"; driverAction = "HMMWV_Driver"; transportSoldier = 2; typicalCargo[] = {"BAF_soldier_W","BAF_soldier_W"}; cargoAction[] = {"Truck_Cargo01"}; driverIsCommander = true; hasGunner = false; accuracy=0.30; nameSound="ferry"; // soundEngine[]={"\bk12_m2_ferry\engine.wss",1.2,1}; maneuvrability=2.0; maxSpeed=130; armor=50; cost=200; canFloat=1; type = 1; threat[]={0.1, 0.1, 0.7}; brakeDistance=5; steerAheadSimul=1.0; steerAheadPlan=2.0; hiddenSelections[]={}; extCameraPosition[]={0,3,-15}; class Reflectors { class Left { color[] = {0.5, 0.8, 1.0, 1.0}; ambient[] = {0.07, 0.07, 0.07, 1.0}; position = "L svetlo"; direction = "konec L svetla"; hitpoint = "L svetlo"; selection = "L svetlo"; size = 1; brightness = 0.7; }; class Right { color[] = {0.5, 0.8, 1.0, 1.0}; ambient[] = {0.07, 0.07, 0.07, 1.0}; position = "P svetlo"; direction = "konec P svetla"; hitpoint = "P svetlo"; selection = "P svetlo"; size = 1; brightness = 0.7; }; }; class AnimationSources { class new_hull { source = "user"; animPeriod = 4; initPhase = 0; }; class pontoon01 { source = "user"; animPeriod = 8; initPhase = 0; }; class pontoon02 { source = "user"; animPeriod = 8; initPhase = 0; }; class WheelL_01_v { source = "user"; animPeriod = 2; initPhase = 0; }; class WheelL_02_v { source = "user"; animPeriod = 2; initPhase = 0; }; class WheelR_01_v { source = "user"; animPeriod = 2; initPhase = 0; }; class WheelR_02_v { source = "user"; animPeriod = 2; initPhase = 0; }; }; class UserActions { class pontoon02dn { displayName="lower pontoons"; onlyforplayer = false; position="forkpoint"; radius=10; condition="this animationPhase ""pontoon02"" < 0.5"; // statement="this animate [""pontoon0"", 1]; statement = "this animate [""pontoon01"",1];this animate [""pontoon02"",1]"; }; class new_hull { displayName="lower hull"; onlyforplayer = false; position="forkpoint"; radius=10; condition="this animationPhase ""new_hull"" < 0.5"; statement = "this animate [""new_hull"",1];this animate [""WheelL_01_v"",1];this animate [""WheelL_02_v"",1];this animate [""WheelR_01_v"",1];this animate [""WheelR_02_v"",1]"; }; class pontoon02up { displayName="raize pontoons"; onlyforplayer = false; position="forkpoint"; radius=10; condition="this animationPhase ""pontoon01"" >= 0.5"; // statement="this animate [""pontoon0"", 0]; statement = "this animate [""pontoon01"",0];this animate [""pontoon02"",0]"; }; class WheelL_01_v_dn { displayName="raize hull"; onlyforplayer = false; position="forkpoint"; radius=10; condition="this animationPhase ""WheelL_01_v"" > 0.5"; statement = "this animate [""new_hull"",0];this animate [""WheelL_01_v"",0];this animate [""WheelL_02_v"",0];this animate [""WheelR_01_v"",0];this animate [""WheelR_02_v"",0]"; }; }; }; }; any help would be gratfully acsepted Share this post Link to post Share on other sites
Sealife 22 Posted November 18, 2012 Your min value needs to be - value not 0 In your model cfg that is for your animation defines Remember it's your land contact points you need to raise lower too for better effect Share this post Link to post Share on other sites
bk1276 0 Posted November 18, 2012 thanks thromp for replying bit lost min value needs to be - value not 0 its minValue = "-0.5"; and ref land contact points to be raised you lost me on that one Share this post Link to post Share on other sites
[aps]gnat 28 Posted November 19, 2012 Translations dont use axis points, they only use one Beginning and one End point Translations are linear or straight line animations class HBeam1 { type="translation"; initPhase=1; source = "speed"; sourceAddress = "clamp"; selection="boatbeam1"; begin="beam1Start"; end="beam1End"; memory=1; animPeriod =5.0; minValue=0.0000; maxValue=1.0000; offset0=0; offset1=1; }; Share this post Link to post Share on other sites
bk1276 0 Posted November 19, 2012 thankyou for that great help problem sorted hope to show it off soon m2 amphibios bridge / ferry in ADDONS & MODS: DISCUSSION and again thankyou gnat Share this post Link to post Share on other sites