Jump to content
Sign in to follow this  
nitro65

trouble with model, was working but now cant get option to get in as driver?

Recommended Posts

#define private		0
#define protected		1
#define public		2

#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 VSoft		0
#define VArmor		1
#define VAir		2

#define true	1
#define false	0

#define CanSeeRadar 1
#define CanSeeEye 2
#define CanSeeOptics 4
#define CanSeeEar 8
#define CanSeeCompass 16
#define CanSeeRadarC CanSeeRadar+CanSeeCompass
#define CanSeeAll 31

#define LockNo		0
#define LockCadet		1
#define LockYes		2

class CfgPatches
{
    class NIT_PeterBuilt
    {
        units[] = {NIT_PeterBuilt};
        weapons[] = {};
        requiredVersion = 1.0;
        requiredAddons[] = {"CAData","CAWeapons","CAWheeled","CAWheeled2","CACharacters2"};
    };

};
class CfgMovesBasic
{
  class Actions;
  class DefaultDie;
  class ManActions
	{
                NIT_PeterBuilt_Cargo = "NIT_PeterBuilt_Cargo1";
	};
   };
class CfgMovesMaleSdr: CfgMovesBasic
{
  class States
  {
       class Crew;

	class Cargo1: Crew
	{
	      file = "\NIT_PeterBuilt\data\anims\Cargo1.rtm";
		  interpolateTo[] = {"KIA_A10_Pilot",1};
    };
};
};

class CfgVehicleClasses
{
    class NIT_PeterBuilt{
               displayName = "NIT_PeterBuilt";
                  };
};

class cfgVehicles
{
class Car;
class NIT_PeterBuilt : Car
{
selectionBackLights = "brzdove svetlo";
animated = "true";
audible = 5;
scope = 2;
model = "\NIT_PeterBuilt\NIT_PeterBuilt.p3d";
Icon = "\NIT_PeterBuilt\icons\NIT_PeterBuilt_icon_CO.paa";
mapsize = 12;
enableGPS = 1;
animationSourceHatch = "hatchDriver";
crew = "SoldierGB";
transportSoldier = 3;
cargoAction[] = {"NIT_peterBuiltCargo1"};
cargoIsCoDriver[] = {0};
forceHideDriver =0;
forceHideGunner =0;
driverIsCommander = "True";
damperSize = .1;
damperForce = 1;
terrainCoef = 0.5;
steerAheadSimul=0.6;
steerAheadPlan=0.5;
wheelCircumference = 4.513;
side = west;
maxspeed = 130;
fuelCapacity = 200;
armor = 120;
type = VArmor;
cost =100000;
typicalCargo[] = {"civillian"};
acceleration = 5;
accuracy = 0.9;
canBeShot = true;
OccludeSoundWhenIn= 0.031622775;
ObstructSoundWhenIn= 0.17782794;
insideSoundCoef = 1;
hasGunner =0;
weapons[]= {TruckHorn};
driverAction = "TruckDriver";
driverInAction = "TruckDriver";
canFloat = 0;
canLock = LockNo;
turnCoef = 2.5";
displayName = "NIT_PeterBuilt";
unitInfoType = "UnitInfoShip";
               soundEngine[]={"NIT_PeterBuilt\Sounds\Engine.ogg",1,0,200};
               soundEngineOnInt[]={\NIT_PeterBuilt\Sounds\int\int_Enginestart.wss,1.000000,1.000000};
               soundEngineOnExt[]={\NIT_PeterBuilt\Sounds\ext\ext_Enginestart.wss,2.511890,1.000000,500};
        soundGetIn[]={\ca\wheeled\Data\Sound\V3S_door_v2,db-20,1};
	soundGetOut[]={\ca\wheeled\Data\Sound\V3S_door_v2,db-20,1};
               soundEnviron[] = {"",0.031622775,1.0};
	getInAction=GetInHigh;
	getOutAction = GetOutHigh;
               memoryPointsGetInDriver = "pos driver";
               memoryPointsGetInDriverDir = "pos driver dir";
               memoryPointsGetInCoDriver = "pos codriver";
               memoryPointsGetInCoDriverDir ="pos codriver dir";
               memoryPointsGetInCargo = {"pos cargo1"};
	memoryPointsGetInCargoDir = "pos cargo dir 1";
               memoryPointSupply = "doplnovani";
       memoryPointTrackFLL = "tyreTrack_1_1L"; 
	memoryPointTrackFLR = "tyreTrack_1_1R"; 
	memoryPointTrackBLL = "tyreTrack_1_2L"; 
	memoryPointTrackBLR = "tyreTrack_1_2R"; 
	memoryPointTrackFRL = "tyreTrack_2_1L"; 
	memoryPointTrackFRR = "tyreTrack_2_1R"; 
	memoryPointTrackBRL = "tyreTrack_2_2l"; 
	memoryPointTrackBRR = "tyreTrack_2_2r";
               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 Sounds{
        class Engine {
sound[] = {"NIT_PeterBuilt\sounds\Engine.wss", 1, 0, 200};
frequency ="( randomizer*0.05 + 0.95 )*rpm";
volume = "engineOn*camPos*(rpm factor[0.25, 0.95])"; 
};
 class EngineLowIn {
			sound[] = {"NIT_PeterBuilt\sounds\int_Engine_low.wss", db0, 1.0};
			frequency = "1.0 min (rpm + 0.5)";
			volume = "(1-camPos)*(engineOn*(rpm factor[0.85, 0]))";
		};

		class EngineHighIn {
			sound[] = {"NIT_PeterBuilt\sounds\int_engine_hi.wss", db0, 1.0};
			frequency = "1";
			volume = "(1-camPos)*(engineOn*(rpm factor[0.55, 1.0]))";
		};

		class ForsageIn {
			sound[] = {"NIT_PeterBuilt\sounds\int_forsage.wss", db3, 1.1};
			frequency = "1";
			volume = "(1-camPos)*(engineOn*(thrust factor[0.5, 1.0]))";
		};     
};
class AnimationSources
{
        class DoorL {
                               source = "user";
			initphase=0;
		        animperiod=2;
		};
         class DoorR {
                               source = "user";
			initphase=0;
		        animperiod=2;
		};

};


class Hitpoints
{
class HitLGlass
{
armor=0.7;
material=-1;
name="sklo predni L";
visual="sklo predni L";
passThrough=0;
};
class HitRGlass
{
armor=0.7;
material=-1;
name="sklo predni P";
visual="sklo predni P";
passThrough=0;
};
dammageHalf[]={"\NIT_PeterBuilt\data\glass_ca.paa","\NIT_PeterBuilt\data\glassbr1_ca.paa"};
dammageFull[]={"\NIT_PeterBuilt\data\glass_ca.paa","\NIT_PeterBuilt\data\glassbr2_ca.paa"};

class UserActions
{
class Open_DoorL 
{
displayName="Open Door"; 
position="Action_doorL"; 
radius=2.5; 
condition="this animationPhase ""doorl"" < 0.3 && (getpos this select 2) < 3 && (speed this < 3) AND Alive(this)"; 
statement="[this] exec""NIT_PeterBuilt\scripts\DoorsOpen.sqs"""; 
onlyforplayer = false;
};
class Close_DoorL 
{
displayName="Close Door";
position="Action_doorL";
radius=2.5;
condition="this animationPhase ""doorl"" > 0.3 AND Alive(this)";
statement="[this] exec""NIT_PeterBuilt\scripts\DoorsClose.sqs""";
onlyforplayer = false; 
};
class Open_DoorR 
{
displayName="Open Door"; 
position="Action_doorR"; 
radius=2.5; 
condition="this animationPhase ""doorR"" < 0.3 && (getpos this select 2) < 3 && (speed this < 3) AND Alive(this)"; 
statement= "[this] exec""NIT_PeterBuilt\scripts\DoorsOpen.sqs""";
onlyforplayer = false;
};
class Close_DoorR 
{
displayName="Close Door";
position="Action_doorR";
radius=2.5;
condition="this animationPhase ""doorl"" > 0.3 AND Alive(this)";
statement="[this] exec""NIT_PeterBuilt\scripts\DoorsClose.sqs""";
onlyforplayer = false; 
};
};
};

class Reflectors
{
  class Left
  {
   color[] = {0.9,0.8,0.8,1.0};
   ambient[] = {0.1,0.1,0.1,1.0};
   position = "L svetlo";
   direction = "konec L svetla";
   hitpoint = "L svetlo";
   selection = "L svetlo";
   size = 1;
   brightness = 0.5;
  };
  class Right: Left
  {
   position = "P svetlo";
   direction = "konec P svetla";
   hitpoint = "P svetlo";
   selection = "P svetlo";
  };
};
class Exhausts {
		class exhaust1 {
			position = "vyfuk start";
			direction = "vyfuk konec";
			effect = "ExhaustsEffectBig";
		};

		class exhaust2 { 
			position = "vyfuk start 2";
			direction = "vyfuk konec 2";
                               effect = "ExhaustsEffectBig";
		};
	};
};
[php]

[/php]

Edited by NITRO65

Share this post


Link to post
Share on other sites

Have you created Memory LOD with 'dots' nammed "pos driver", "pos cargo", etc. ?

Share this post


Link to post
Share on other sites

yes I did make those in memory lod,it was working don't understand why its not now, I get for some reason get in gunner pos, and back seat but no driver get in ????

Share this post


Link to post
Share on other sites

Try to add the line:

hasDriver=1;

And this config there is such a line:

hasGunner =0;

She says that the gunner should not be...

P.S. Config file from Arma1 ?

Share this post


Link to post
Share on other sites

thanks guys big help! also made a semi trailor with animations . having trouble with elevator not going up far enough in game. in bulldozer it does ? any ideas??

#define private		0
#define protected		1
#define public		2

#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 VSoft		0
#define VArmor		1
#define VAir		2

#define true	1
#define false	0

#define CanSeeRadar 1
#define CanSeeEye 2
#define CanSeeOptics 4
#define CanSeeEar 8
#define CanSeeCompass 16
#define CanSeeRadarC CanSeeRadar+CanSeeCompass
#define CanSeeAll 31

#define LockNo		0
#define LockCadet		1
#define LockYes		2

class CfgFactionClasses
{
     class BigRigTrailors
      {
           displayName = "Trailors";
           priority = 1;
           side = west;
           primaryLanguage = "EN";
      };
};  

class CfgPatches
{
    class SemiTrailor
    {
        units[] = {Semi Trailor};
        weapons[] = {};
        requiredVersion = 1.0;
        requiredAddons[] = {"CAData","CAWeapons","CAWheeled","CAWheeled2","CACharacters2","CA_Anims_Char","CAAir2", "CACharacters2"};
    };

};

class CfgMovesBasic
{
  class Actions;
  class DefaultDie;
  class ManActions
	{
                SemiTrailorCargo1 = "SemiTrailorCargo1";
	};
   };
class CfgMovesMaleSdr: CfgMovesBasic
{
  class States
  {
       class Crew;
class SemiTrailorCargo1: Crew
	{
	      file = "\SemiTrailor\data\anims\Cargo1.rtm";
		  interpolateTo[] = {"KIA_A10_Pilot",1};
    };
};
};

class CfgVehicleClasses
{
    class SemiTrailor{
               displayName = "Semi Trailor";
                  };
};
class CfgModels
{
class Default
{
	sectionsInherit = "";
	sections[] = {};
};

//modelRefClass

//modelClass1
class SemiTrailor:Default
{

	sectionsInherit = "";
	sections[] = 
	{
		//section
	};
	skeletonName = "SemiTrailor";
	class Animations
	{
		class wheel_1_1
		{
			type = "rotationX";
			source = "wheel";
			memory = "true";
			angle0 = "0";
			angle1 = "rad -360";
			axis = "";
			maxValue = "1";
			minValue = "0";
			selection = "wheel_1_1";
			sourceAddress = "loop";
		}; 
		class wheel_1_2 : wheel_1_1
		{
			selection = "wheel_1_2";
		};
           class wheel_2_1 : wheel_1_1
		{
			selection = "wheel_2_1";
		};
		class wheel_2_2:wheel_1_1
		{
			selection = "wheel_2_2";
		};

		class rampa
		{
			type = "rotation";
			source = "rampa";
                               sourceAddress = "clamp";
			memory = "true";
			angle0 = "rad 0";
			angle1 = "rad -90";
			axis = "osa_rampa";
			selection = "rampa";
		};
		class Dvere4
		{
			type = "translationY";
			source = "dvere4";
                               sourceAddress = "clamp";
			memory = "true";
			minValue="0";
                               maxValue="2.83000";
			axis = "osa_dvere4";
			selection = "dvere4";
		};
		class Dvere1
		{
			type = "rotationY";
			memory = "true";
                               sourceAddress = "clamp";
			angle0 = "0";
			angle1 = "-3.0";
			axis = "osa_dvere1";
			selection = "dvere1";
		};
		class Dvere2
		{
			type = "rotationY";
			memory = "true";
                               sourceAddress = "clamp";
			angle0 = "0";
			angle1 = "3.0";
			axis = "osa_dvere2";
			selection = "dvere2";
		};
		//animsSemiTrailor
	};
};
//modelClass2

};
class cfgVehicles
{
class Car;
class SemiTrailor:Car
{
scope=public;
model ="\SemiTrailor\semiTrailor.p3d";
Icon = "\SemiTrailor\icons\SemiTrailor_icon_CO.paa";
mapsize = 12;
enableGPS =1;
cargoAction[] = {"SemiTrailorCargo1"};
cargoIsCoDriver[] = {true, false,true};
getInAction = "GetInLow";
getOutAction = "GetOutLow";
armor = 50;
cost = 50000;
nameSound ="";
accuracy = 5.50;
acceleration = 5;
type = VARMOR;
terrainCoef =0.5;
side = west;
wheelCircumferance = 4.513;
maxspeed = 130;
transportsoldier = 10;
memoryPointsGetInCargo[] = {"pos cargo"};
memoryPointsGetInCargoDir[] = {"pos cargo dir"};
canFloat = 0;
canLock = LockNo;
turnCoef = 2.5;
hasGunner =0;
unitInfoType = UnitInfoShip;
displayName = "SemiTrailor";
soundEngine[]={};
animated = 0;
};

class CfgSounds {
class ElevatorUP {
	name = "Elevator_UP";
	sound[] = {"\SemiTrailor\sounds\Elevator_UP.wss", 0.05, 1.0};
	titles[] = {0, ""};
};

class ElevatorDown {
	name = "Elevator_Down";
	sound[] = {"\SemiTrailor\sounds\Elevator_Down.wss", 0.05, 1.0};
	titles[] = {0, ""};
};

       class RampUP {
	name = "rampUP";
	sound[] = {"\SemiTrailor\sounds\rampup.wss", 0.05, 1.0};
	titles[] = {0, ""};
};

class RampDown {
	name = "rampDown";
	sound[] = {"\SemiTrailor\sounds\rampdown.wss", 0.05, 1.0};
	titles[] = {0, ""};
};

};


class eventhandlers
{
init = "MonitorVM = MonitorSFXVM = [_this select 0] execvm '\SemiTrailor\scripts\monitorSFXVM.sqf';";
};

class AnimationSources
{
		class Dvere1 {
		    source = "user";
			animPeriod = 1;
			initPhase = 0;
		};

		class Dvere2{
		    source = "user";
			animPeriod = 1;
			initPhase = 0;
		};

		class rampa {
		    source = "user";
		    animPeriod = 160;
			initPhase = 0;
			};

		class Dvere4 {
		    source = "user";
		    animPeriod = 170;
			initPhase = 0;
			};
	};

	class UserActions {
		class OpenDoors1 {
			displayNameDefault = $STR_AM_OPENDOORS1;
			displayName = "OPEN DOOR1";
			position = "opendoors1";
			radius = 2.5;
			onlyForPlayer = 0;
			condition = "this animationPhase ""Dvere1"" < 0.4 && (getpos this select 2) < 3 && (speed this < 3) AND Alive(this)";
			statement = "[this] exec""SemiTrailor\scripts\DoorsOpen.sqs""";
		};

		class CloseDoors1 {
			displayNameDefault = $STR_AM_CLOSEDOORS1;
			displayName = "CLOSE DOOR1";
			position = "opendoors1";
			radius = 2.5;
			onlyForPlayer = 0;
			condition = "this animationPhase ""Dvere1"" > 0.4 AND Alive(this)";
			statement = "[this] exec""SemiTrailor\scripts\DoorsClose.sqs""";
		};

		class OpenDoors2 {
			displayNameDefault = $STR_DN_OUT_O_DOOR_DEFAULT;
			displayName = $STR_DN_OUT_O_DOOR;
			position = "opendoors2";
			radius = 2.5;
			onlyForPlayer = 0;
			condition = "this animationPhase ""Dvere2"" < 0.4 && (getpos this select 2) < 3 && (speed this < 3) AND Alive(this)";
			statement = "[this] exec""SemiTrailor\scripts\DoorsOpen.sqs""";
		};

		class CloseDoors2 {
			displayNameDefault = $STR_DN_CloseRamp;
			displayName = $STR_DN_OUT_C_DOOR;
			position = "opendoors2";
			radius = 2.5;
			onlyForPlayer = 0;
			condition = "this animationPhase ""Dvere2"" > 0.4 AND Alive(this)";
			statement = "[this] exec""SemiTrailor\scripts\DoorsClose.sqs""";
		};

                       class OpenRampA {
			displayNameDefault = $STR_DN_OpenRamp;
			displayName = "Open Ramp";
			position = "opendoors3";
			radius = 2.5;
			onlyForPlayer = 0;
			condition = "this animationPhase ""rampa"" < 0.5 && (getpos this select 2) < 3 && (speed this < 3) AND Alive(this)";
			statement = "[this] exec""SemiTrailor\scripts\Ramp_BottomOpen.sqs""";
		};

		class CloseRampA{
			displayNameDefault = $STR_DN_CloseRamp;
			displayName = "Close Ramp";
			position = "opendoors3";
			radius = 2.5;
			onlyForPlayer = 0;
			condition = "this animationPhase ""rampa"" > 0.5 AND Alive(this)";
			statement = "[this] exec""SemiTrailor\scripts\Ramp_BottomClose.sqs""";
		};

                       class UPDvere4 {
			displayNameDefault = $STR_DN_UP ELEVATOR;
			displayName = "UP ELEVATOR";
			position = "opendoors4";
			radius = 2.5;
			onlyForPlayer = 0;
			condition = "this animationPhase ""Dvere4"" < 0.5 && (getpos this select 2) < 3 && (speed this < 3) AND Alive(this)";
			statement = "[this] exec""SemiTrailor\scripts\Elevator_UP.sqs""";
		};

		class DownDvere4{
			displayNameDefault = $STR_DN_DOWN ELEVATOR;
			displayName = "DOWN ELEVATOR";
			position = "opendoors4";
			radius = 2.5;
			onlyForPlayer = 0;
			condition = "this animationPhase ""Dvere4"" > 0.5 AND Alive(this)";
			statement = "[this] exec""SemiTrailor\scripts\Elevator_DOWN.sqs""";
		};
	};
	actionBegin1 = "OpenDoors1";
	actionEnd1 = "OpenDoors1";
	actionBegin2 = "OpenDoors2";
	actionEnd2 = "OpenDoors2";
               actionBegin3 = "OpenDoors3";
	actionEnd3 = "OpenDoors3";
               actionBegin4 = "OpenDoors4";
	actionEnd4 = "OpenDoors4";
};
};

---------- Post added at 11:16 ---------- Previous post was at 11:13 ----------

Also here is video of semitrailor :) not finished yet !!

Share this post


Link to post
Share on other sites

the reason it was not working I found that I had to name the driveraction=truckdriver; now I get a get in driver action in game!

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×