norsk2277 96 Posted October 22, 2013 (edited) i did do this Mark the hole object Then go to "Structure - Convexity - Component Convox hull" then i toke the componet door and renamed it to "door" but do you have skype? so can we talk there and i can show you in teamviewer as its easyer to understand if so add me super22771 EIDT: Got this working now, im ready to take the next step in the animations Edited October 22, 2013 by norsk2277 Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 23, 2013 Good Ok .... then i toke the componet door and renamed it to "door" Dont rename. Select the door (only) in an O2 view/LOD, right click in the name window, select NEW, name it "door". Do this in all LODs Selected the other door and name it "door2" (IN ALL LODS) Now go to the MEMORY LOD - Place a point (INSERT key) near where the 2 doors are closed together. Anywhere near middle. - Name that point "StartPoint" - Place another point near where "door" will finish opening/sliding (Un-select all other points first) - Name that point "EndPoint" - Place another point near where "door2" will finish opening/sliding (the opposite direction) (Un-select all other points first) - Name that point "EndPoint2" -Select all 3 points, press P (Flatten Points), select "Top Plane", click OK -Select all 3 points again, press P (Flatten Points), select "Left Plane", click OK -Save Copy your old MODEL.CFG Now edit the original file to look like this. This is now for both (2) sliding doors. Check operation in Bulldozer skeletonBones[]= { "door","", "door2","" }; class Open_door { type="translation"; // The type of animation. source="Open_door"; // The controller that provides input. selection="door"; // The name of the skeleton bone used. begin="StartPoint"; end="EndPoint"; sourceAddress = "clamp"; memory = 1; minValue=0.0; //The minimum value of the motion range. i.e. The controller input when animation phase is 0. maxValue=1.0; //The maximum value of the motion range. i.e. The controller input when animation phase is 1. offset0=0; offset1=1; }; class Open_door2 { type="translation"; // The type of animation. source="Open_door"; // The controller that provides input. selection="door2"; // The name of the skeleton bone used. begin="StartPoint"; end="EndPoint2"; sourceAddress = "clamp"; memory = 1; minValue=0.0; //The minimum value of the motion range. i.e. The controller input when animation phase is 0. maxValue=1.0; //The maximum value of the motion range. i.e. The controller input when animation phase is 1. offset0=0; offset1=1; }; Share this post Link to post Share on other sites
norsk2277 96 Posted October 24, 2013 (edited) Thanks :) But got a problem, The animation works for both doors in buldozer but it did not work ingame in arma 2 and i have a question: When i walk on the top of the object i kinda skid of it if i run, is it posible to make it like a floor? i played littlebit with config.cpp after this didnt work to try to get it to work, but failed all time /* Your doorsegment is derivated from the normal wall.*/ class Land_TUT_Tur_3x3m : Land_TUT_Wall_3x3m { model = "\stuff\dayzEpochblend.p3d"; displayName = "$STR_TUT_Tur"; /* Arma needs to know, how the animation trigger is triggered*/ class AnimationSources { class Open_door class Open_door2 { source = "user"; animPeriod = 4; /* duration in seconds */ initPhase = 0; }; }; /* The entry to the actionmenu */ class UserActions { class Open_Door class Open_Door2 { displayName="$STR_TUT_OpenDoor"; onlyforplayer = true; position="Door_knopf"; radius=50; /* visibility distance of the entry */ condition="this animationPhase ""Open_door","Open_door2"" < 0.5"; statement="this animate [""Open_door","Open_door2"", 1]"; }; class Close_Door : Open_Door class Close_Door2 : Open_Door2 { displayName="$STR_TUT_CloseDoor"; condition="this animationPhase ""Open_door","Open_door2"" >= 0.5"; statement="this animate [""Open_door","Open_door2"", 0]"; }; }; }; Edited October 24, 2013 by norsk2277 Share this post Link to post Share on other sites