Richards.D 761 Posted February 18, 2013 Hello! Not long after I got a working animated door, did I attempt to get multiple doors working the same way in different locations in the model. Now, why this frustrates me to no end is I cannot find why it doesn't work! It is litterally a copy and paste of the old code adapted to the new doors, so I cannot understand why it does not work more than once. So, the first Door I made "FDoorA", works perfectly. The other two, have working scroll menu's to open, but pressing Open Does NOTHING, and it does not change the menu to Close, no matter how many times you press open. Any help would be really appreciated. I was hoping to push this model out by Monday, but without doors it's completely useless. Here are my files. MODEL.CFG class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class dar_ilpd_Bones : Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {"FDoorA", "", "FDoorB", "", "LDoorA", ""}; }; }; class rotation; class CfgModels { class Default; class dar_ilpd : Default { sectionsInherit = ""; sections[] = {}; skeletonName = "dar_ilpd_Bones"; class Animations { class FDoorA : Rotation { type = "rotation"; source = "user"; animPeriod = 2; selection = "FDoorA"; axis = "FDoorA_axis"; sourceAddress = "clamp"; memory = 1; minValue = 0.0; maxValue = 1; angle0 = "0"; angle1 = "rad 90"; }; class FDoorB : Rotation { type = "rotation"; source = "user"; animPeriod = 2; selection = "FDoorB"; axis = "FDoorB_axis"; sourceAddress = "clamp"; memory = 1; minValue = 0.0; maxValue = 1; angle0 = "0"; angle1 = "rad 90"; }; class LDoorA : Rotation { type = "rotation"; source = "user"; animPeriod = 2; selection = "LDoorA"; axis = "LDoorA_axis"; sourceAddress = "clamp"; memory = 1; minValue = 0.0; maxValue = 1; angle0 = "0"; angle1 = "rad 90"; }; }; }; }; CONFIG.CPP class dar_ilpd { displayName = "DAR Structures"; }; }; class CfgVehicles { class Strategic; class Land_dar_ilpd : Strategic { scope = public; model = "\dar_ILPD\dar_ilpd.p3d"; mapsize = 5; displayName = "ILPD 1ST Precinct HQ"; vehicleClass = "dar_ilpd"; destrType = "DestructNo"; nameSound = "Building"; accuracy = 0.2; cost = 10; armor = 50000; icon = "\Ca\buildings\Icons\i_wall_CA.paa"; class AnimationSources { class FDoorA { source = "user"; animPeriod = 2; initPhase = 0; }; class FDoorB { source = "user"; animPeriod = 2; initPhase = 0; }; }; class UserActions { class OpenFDoorA { displayName = "Open FDoorA"; position = "FDoorA_switch"; radius = 2; onlyforplayer = true; condition = "this animationPhase ""FDoorA"" < 0.5"; statement = "this animate [""FDoorA"", 1]"; }; class CloseFDoorA { displayName = "Close FDoorA"; position = "FDoorA_switch"; radius = 2; onlyforplayer = true; condition = "this animationPhase ""FDoorA"" >= 0.5"; statement = "this animate [""FDoorA"", 0]"; }; class OpenFDoorB { displayName = "Open FDoorB"; position = "FDoorB_switch"; radius = 2; onlyforplayer = true; condition = "this animationPhase ""FDoorB"" < 0.5"; statement = "this animate [""FDoorB"", 1]"; }; class CloseFDoorB { displayName = "Close FDoorB"; position = "FDoorB_switch"; radius = 2; onlyforplayer = true; condition = "this animationPhase ""FDoorB"" >= 0.5"; statement = "this animate [""FDoorB"", 0]"; }; class OpenLDoorA { displayName = "Open LDoorA"; position = "LDoorA_switch"; radius = 2; onlyforplayer = true; condition = "this animationPhase ""LDoorA"" < 0.5"; statement = "this animate [""LDoorA"", 1]"; }; class CloseLDoorB { displayName = "Close LDoorA"; position = "LDoorA_switch"; radius = 2; onlyforplayer = true; condition = "this animationPhase ""LDoorA"" >= 0.5"; statement = "this animate [""LDoorA"", 0]"; }; }; }; }; Share this post Link to post Share on other sites
Richards.D 761 Posted February 22, 2013 Scratch this post, just left a line out in the model.cfg, works just fine now Share this post Link to post Share on other sites