LCpl Aaron 11 Posted April 23, 2014 Ok so i have my hitpoints set up in the config as class HitHRotor { armor = 0.8; material = -1; name = "mala vrtule"; visual="mala vrtule blur"; passThrough = 0; minimalHit = 0.02; explosionShielding = 0.3; radius = 0.25; }; class HitVRotor { armor = 0.8; material = -1; name = "velka vrtule"; visual="velka vrtule blur"; passThrough = 0; minimalHit = 0.02; explosionShielding = 0.3; radius = 0.25; }; and the i have the animations sources as this //Rotors class HitHRotor { hitpoint = "HitHRotor"; raw = 1; source = "hit"; }; class HitVRotor { hitpoint = "HitVRotor"; raw = 1; source = "hit"; }; i have selection in the 1 LOD and the Fire-geometry LOD but its not detecting the hit-point so the main rotor wont get destroyed when you clip light poles and stuff, Also the hit point seems to activate if you get into my helo with the ramp up and clip into the geometry and when you approach the pilots seat under the main rotor (ch-46 mod im working on from scratch) I really want to keep the walk able interior hoping the attachtowith movement script can be added to it later for uber awesomeness but if i can fix these hit point issues its a no go. Doesnt anyone have any pointers or literature i can go over to figure out this issue? also my code above is working code its just not working correctly ingame. Am i missing somthing in the model or is it in my config? Thanks, SW4L. Share this post Link to post Share on other sites
mp5gosu 10 Posted April 25, 2014 Make sure the sections are available in model.cfg. Share this post Link to post Share on other sites
LCpl Aaron 11 Posted April 25, 2014 do i need to define my hitpoints in the model config or does my rotor classes and hitpoint class for the rotors have to be the same? all the other hit points seems to work correctly its just the rotors, it detects the main rotor and has the issues while not detecting antiTorque. Share this post Link to post Share on other sites
mp5gosu 10 Posted April 26, 2014 (edited) Yes, you have to define both, the hitpoints (named in Hitpoint LOD) and the visual selection(if you want to use one) inside model.cfg. You do not need to define anything hitpoint related inside fire geometry LOD, it is only there for detecting general penetration and "hiding" certain parts from projectiles, etc. The hitpoint LOD defines explicit hitpoints that affect special selections and parameters. If you inherit from a BIS model, you can actually leave anything as it is, just make sure that your model's selections follows the naming conventions. edit: I forgot to mention: If the part, that gets hidden on damage, needs to be not shootable anymore, you still have to define a named selection in fire geometry LOD. (e.g. Main Rotor, Tail Rotor, wheels, etc.) and in model.cfg (since it counts as section) Edited April 26, 2014 by mp5gosu Share this post Link to post Share on other sites
LCpl Aaron 11 Posted April 26, 2014 well i have everything setup to the specification you pointed out, hithull works just fine and so does hitfuel and electronics its just the rotors that are bugging out on me and im not sure why. Its only detecting the main rotor and not the tail rotor. maybe ARMA has a limitation with the hit point with people getting directly in a bird from the inside or something. Share this post Link to post Share on other sites