jimmybulmer 21 Posted August 12, 2016 I am creating a bank for a community and am currently having issues with the doors not opening. The option appears when I look at the door (it says 'Open Door') but when I click it nothing happens and the option remains as 'Open Door' #define _ARMA_ class CfgPatches { class CG_CityBank { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicleClasses { class CG_Structures { displayName = "Critical Gaming - Structures"; }; }; class CfgVehicles { class House; class House_F: House{}; class Land_CG_CityBank_A: House_F { displayName = "City Bank"; textSingular = "City Bank"; author = "CGJimmyBulmer"; model = "\CG_Structures\CG_Bank_01\Land_CG_CityBank_A"; vehicleClass = "CG_Structures"; placement = "vertical"; scope = 2; mapSize = 12; animated = "true"; class AnimationSources { class Zeroanimation { source = "user"; animPeriod = 0; initPhase = 0; }; }; class UserActions { class Door01_Open { displayName = "Open Door"; position = "Door01_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door01""<0.5"; statement = "this animate [""Door01"", 1]"; }; class Door01_Close { displayName = "Close Door"; position = "Door01_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door01""==1"; statement = "this animate [""Door01"", 0]"; }; class Door02_Open { displayName = "Open Door"; position = "Door02_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door02""<0.5"; statement = "this animate [""Door02"", 1]"; }; class Door02_Close { displayName = "Close Door"; position = "Door02_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door02""==1"; statement = "this animate [""Door02"", 0]"; }; class Door03_Open { displayName = "Open Door"; position = "Door03_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door03""<0.5"; statement = "this animate [""Door03"", 1]"; }; class Door03_Close { displayName = "Close Door"; position = "Door03_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door03""==1"; statement = "this animate [""Door03"", 0]"; }; class Door04_Open { displayName = "Open Door"; position = "Door04_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door04""<0.5"; statement = "this animate [""Door04"", 1]"; }; class Door04_Close { displayName = "Close Door"; position = "Door04_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door04""==1"; statement = "this animate [""Door04"", 0]"; }; class Door05_Open { displayName = "Open Door"; position = "Door05_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door05""<0.5"; statement = "this animate [""Door05"", 1]"; }; class Door05_Close { displayName = "Close Door"; position = "Door05_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door05""==1"; statement = "this animate [""Door05"", 0]"; }; class Door06_Open { displayName = "Open Door"; position = "Door06_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door06""<0.5"; statement = "this animate [""Door06"", 1]"; }; class Door06_Close { displayName = "Close Door"; position = "Door06_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door06""==1"; statement = "this animate [""Door06"", 0]"; }; class Door07_Open { displayName = "Open Door"; position = "Door07_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door07""<0.5"; statement = "this animate [""Door07"", 1]"; }; class Door07_Close { displayName = "Close Door"; position = "Door07_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door07""==1"; statement = "this animate [""Door07"", 0]"; }; class Door08_Open { displayName = "Open Door"; position = "Door08_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door08""<0.5"; statement = "this animate [""Door08"", 1]"; }; class Door08_Close { displayName = "Close Door"; position = "Door08_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door08""==1"; statement = "this animate [""Door08"", 0]"; }; }; actionBegin1 = "Door01_Open"; actionEnd1 = "Door01_Open"; actionBegin2 = "Door02_Open"; actionEnd2= "Door02_Open"; actionBegin3 = "Door03_Open"; actionEnd3 = "Door03_Open"; actionBegin4 = "Door04_Open"; actionEnd4 = "Door04_Open"; actionBegin5 = "Door05_Open"; actionEnd5 = "Door05_Open"; actionBegin6 = "Door06_Open"; actionEnd6 = "Door06_Open"; actionBegin7 = "Door07_Open"; actionEnd7 = "Door07_Open"; }; }; class cfgMods { author = "76561198278967672"; }; model.cfg: class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class Land_CG_CityBank_A: Default { skeletonName = "Land_CG_CityBank_A_skeleton"; sections[] = {}; sectionsInherit = ""; class Animations { class Door01_rot { type = rotationZ; source = Zeroanimation; selection = Door01; axis = Door01_Axis; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = (rad 110); }; class Door02_rot: Door01_rot { selection = Door02; axis = Door02_Axis; }; class Door03_rot: Door01_rot { selection = Door02; axis = Door02_Axis; }; class Door04_rot: Door01_rot { selection = Door02; axis = Door02_Axis; }; class Door05_rot: Door01_rot { selection = Door02; axis = Door02_Axis; }; class Door06_rot: Door01_rot { selection = Door02; axis = Door02_Axis; }; class Door07_rot: Door01_rot { selection = Door02; axis = Door02_Axis; }; class Door08_rot: Door01_rot { selection = Door02; axis = Door02_Axis; }; }; }; }; Anyone know the cause and a fix? 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Jackal326 1181 Posted August 12, 2016 Look at your code formatting in your post. Using the code tab it colours the text in different colours given its state/type. You have a shit tone of blocks of green in various statements because you're missing quotation marks in various useraction statements. Try correcting those and see if that helps... Share this post Link to post Share on other sites
m1lkm8n 411 Posted August 12, 2016 One major thing I see right away is that your model name p3d and the class name of your model are not the same. They *must* be the same or they will not work Share this post Link to post Share on other sites
jimmybulmer 21 Posted August 12, 2016 Have fixed the speechmarks and a missing semi-colon that didn't fix it will try m1lkm8ns suggestion now Share this post Link to post Share on other sites
jimmybulmer 21 Posted August 12, 2016 Have tried both of these neither worked the doors vertex groups are correct (Door0# - Door0#_Axis - Door0#_Trigger) Share this post Link to post Share on other sites
m1lkm8n 411 Posted August 12, 2016 Have fixed the speechmarks and a missing semi-colon that didn't fix it will try m1lkm8ns suggestion now Mine is not a suggestion though. The class name and the p3d name must be the same or animations will not work 1 Share this post Link to post Share on other sites
jimmybulmer 21 Posted August 12, 2016 Mine is not a suggestion though. The class name and the p3d name must be the same or animations will not work Yer I just meant I was doing what you said. It didnt work (I have kept it that way in the config though) Share this post Link to post Share on other sites
m1lkm8n 411 Posted August 12, 2016 Yes I just noticed that your configs are not really correct. Give me a minute. Let me try and fix some things Share this post Link to post Share on other sites
jimmybulmer 21 Posted August 12, 2016 Yes I just noticed that your configs are not really correct. Give me a minute. Let me try and fix some things Ok thanks in advance Share this post Link to post Share on other sites
m1lkm8n 411 Posted August 13, 2016 model config: http://pastebin.com/Dc3MGqCR main config: http://pastebin.com/N9D1RhBZ try this..i didn't add all the classes because the forum was giving me trouble.....shakes fist at bis!!!!! I changed the named of the classes and bone names in the model config for consistency...you will need to change the bone names in the model to match...I recommend it.....for instance for my door names it starts with Door_01, then in the memory config I have Door_01_Axis and Door_01 memory point for the trigger of the action. then its easier to keep track of everything...anyway try this any see how it works 1 Share this post Link to post Share on other sites
jimmybulmer 21 Posted August 13, 2016 Tried that config still isnt working? Any other suggestions Share this post Link to post Share on other sites
m1lkm8n 411 Posted August 13, 2016 Do you get the options to open/close door? If so you may have to reverse the values in the statements. If you want just zip everything up and post a Dropbox link so we can take a look Share this post Link to post Share on other sites
jimmybulmer 21 Posted August 13, 2016 Have messaged you on skype Share this post Link to post Share on other sites
jimmybulmer 21 Posted August 13, 2016 Do you get the options to open/close door? If so you may have to reverse the values in the statements. If you want just zip everything up and post a Dropbox link so we can take a look I get the open option i tried reversing the values in the statements with no change in outcome Share this post Link to post Share on other sites
Auss 208 Posted August 20, 2016 You must have class = house in your get lod name selection Share this post Link to post Share on other sites
jimmybulmer 21 Posted September 4, 2016 This thread can be closed as the issue was to do with object builder doing something (idk what) i reinstalled the tools and it worked thanks everyone for the advice and help Share this post Link to post Share on other sites