vilas 477 Posted January 27, 2013 (edited) hi i will describe situation cause i don't know what could be responsible for it (of course i restarted PC, i reinstalled tools, i even exported and imported model to BI TXT) it is about "police lighbar animations , config, model .cfg" problem looks following: - i have dozens of "police, firefighters, ambulances" , i binarized them, i configed them ALL WAS working okay than i tested in game and i found that i don't have breaking glass on 2 vehicles, simply i forgot to make proper selection for glass breaking so i took apropriate actions (adding selection to glass for damage effect) i rebinarized those 2 vans and ... all gone made in game 1) when i start THIS NEW 2 vehicles loading it into editor - it works but 2) when i load another vehicle after it in editor IT HAS police lighbar constanly on (like someone pushed user action "siren ON") i had in editor saved mission like show - all my vehicles stand in row so i can test them, check them, etc. A) when i load this mission after 1) than vehicles go mad, selections rotate out of axis, sirens, convoy lights etc. are constantly on and behave like mad (they were not updated , they are ODOLs) B) when i load this mission after game reset (without loading separate vehicle previously ) all previously binarized models acts okay, but those updated vans... do not animate (like there was no animations on them) wtf ???????????? i am not changing model cfg, it is the same model cfg, cfgvehicles - how can NEWly added to addon model CAN influent and break other ODOLS which worked okay !!! ??? - how can new added (updated) model in ODOL format can change, disable, enable actions (specially user actions) to already functioning ODOLs - can that be config error, model cfg , or my PC has virus against Arma tools ? how process of binarization of model.cfg (this section or modelling section) which contain animations, animation sources or config cpp (cfg vehicles) can be influenced by ODOL ? how it is possible that addon which has 20 amulances, police cars, fire engines suddenly goes mad when i add 2 new models (more clearly saying updated models that previously were in pack already) their config is : class vil_new_van :vil_old_van { model= displayname= }; can model enable user actions to another models even after restart of mission editor ?????????????? maybe something is resposible in config for having animation started at start ? edit: fixed: i reinstalled tools i made separate model cfg to each vehicle but with different name and rebinarized all vehicles again and it works seems that model keeps all model cfg for other vehicles too Edited January 27, 2013 by vilas Share this post Link to post Share on other sites