georgeashby123 1 Posted September 16, 2016 Add whatever mass you consider correct for a door. Doesn't matter how much. Door_01 or door_01 will both work equally well. For some reason i can still walk though the door, i have followed all of your steps, but the action is now showing up, but when i click the action, nothing happens. No animation is played. https://gyazo.com/456e633aa6d27ff6c4a4258ae8131dfb Share this post Link to post Share on other sites
georgeashby123 1 Posted September 16, 2016 Add whatever mass you consider correct for a door. Doesn't matter how much. Door_01 or door_01 will both work equally well. Share this post Link to post Share on other sites
georgeashby123 1 Posted September 18, 2016 My door is refusing to open ingame even though everything seems to be setup correctly.Files and Folders: https://gyazo.com/4029183126da6971a5403407c38f6659Object Builder: https://gyazo.com/a776a84b136431c085af6643e5c6fd69config.cpp: https://gyazo.com/8e4ea21ca7272abfe9c2d6600af87372model.cfg: https://gyazo.com/c42ae69115e0f12730c0093f912e0c0d Does anyone have any idea? Share this post Link to post Share on other sites
UK_Apollo 476 Posted September 18, 2016 The name of the class in model.cfg CfgModels{} must match the name of your .p3d. You have Testdor.p3d and class Testdoor {}. They do not match. Share this post Link to post Share on other sites
georgeashby123 1 Posted September 18, 2016 The name of the class in model.cfg CfgModels{} must match the name of your .p3d. You have Testdor.p3d and class Testdoor {}. They do not match. Alright apollo, i really appreciate allt he help Share this post Link to post Share on other sites
georgeashby123 1 Posted September 18, 2016 Alright apollo, i really appreciate allt he help For some reason the door is still not opening, the option is there though. I dont know why, could you help? If there are any screenshots needed, please let me know, but the screen shots above are still the same ones. But the model.cfg was changed to your instructions. Share this post Link to post Share on other sites
georgeashby123 1 Posted September 18, 2016 Wait, what animation source do i use? I have found this list and have no idea which one to use? https://community.bistudio.com/wiki/Model_Config#Animation_sources Share this post Link to post Share on other sites
UK_Apollo 476 Posted September 18, 2016 Ah ok, I just realised I suggested you use animateDoor, which I think might only be applicable to vehicles, whereas you are inheriting from a house. Try this config.cpp instead where you're using a "user" AnimationSource, rather than "door", and the animate command rather than animateDoor class CfgPatches { class TestDoor { requiredAddons[] = {"A3_Structures_F"}; requiredVersion = 0.1; units[] = {"Door_01"}; weapons[] = {}; }; }; class CfgVehicles { class House; class House_F : House { class DestructionEffects; }; class Door_01 : House_F { scope = 2; displayName = "Working Door"; model = "TestDoor\TestDoor.p3d"; vehicleClass = "Structures"; mapSize = 20.27; cost = 40000; class AnimationSources { class Door_01 { source = "user"; animPeriod = 1; initPhase = 0; }; }; class UserActions { class Door_01_Open { displayName = "Open Door"; radius = 3; position = "door_01_axis"; showWindow = 0; onlyForPlayer = 1; condition = (this animationPhase 'Door_01') < 0.5; statement = this animate ['Door_01', 1]; }; class Door_01_Close : Door_01_Open { displayName = "Close Door"; condition = (this animationPhase 'Door_01') >= 0.5; statement = this animate ['Door_01', 0]; }; }; }; }; Share this post Link to post Share on other sites
UK_Apollo 476 Posted September 18, 2016 Referring back to an earlier post in this thread to correct it slightly, the mass of a component needs to be >10kg, otherwise it does not have a collision geometry. Share this post Link to post Share on other sites