riten 153 Posted December 12, 2016 Hi, I've some strange issue with my jet gear animation. It works fine when I preview it in buldozer, but in game when I switch raise/lower gear, I can only hear gear sound and animation doesn't work at all. Screenshots: Config: Spoiler #define true 1 #define false 0 #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 enum { DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class MY_Vehicles { units[] = {"b_riten_iskra"}; weapons[] = {}; requiredAddons[] = {"A3_Air_F","A3_Air_F_Gamma"}; requiredVersion = 1.0; }; class A3_Data_F_ParticleEffects { addonRootClass = "A3_Data_F"; requiredAddons[] = {"A3_Data_F"}; requiredVersion = 0.1; units[] = {}; weapons[] = {}; }; }; class CfgVehicles { class Air; class Plane: Air { class HitPoints; }; class Plane_Base_F: Plane { class AnimationSources; class HitPoints: HitPoints { class HitHull; }; }; class b_riten_iskra: Plane { vehicleClass = "b_riten_iskra"; simulation = "airplane"; _generalMacro = "Plane"; gearRetracting = 1; side = 1; availableForSupportTypes[] = {"CAS_Bombing"}; destrType = "DestructWreck"; displayName = "TS-11 Iskra"; model = "\riten_iskra\iskra.p3d"; picture = "\riten_iskra\icon.paa"; Icon = "\riten_iskra\icon.paa"; scope = 2; driverCanEject = "false"; faction = "BLU_F"; crew = "B_Pilot_F"; gunnerType="B_Pilot_F"; DriverAction = "Plane_Fighter_03_pilot"; weapons[] = {"Twin_Cannon_20mm","GBU12BombLauncher","missiles_SCALPEL","CMFlareLauncher"}; magazines[] = {"300Rnd_20mm_shells","2Rnd_GBU12_LGB","2Rnd_GBU12_LGB","2Rnd_LG_scalpel","120Rnd_CMFlare_Chaff_Magazine"}; getInAction = "GetInLow"; hasGunner = true; attenuationEffectType = "PlaneAttenuation"; soundGetIn[] = {"A3\Sounds_F\air\Plane_Fighter_03\buzzard_getin",1.0,1,40}; soundGetOut[] = {"A3\Sounds_F\air\Plane_Fighter_03\getout",1.0,1,40}; soundDammage[] = {"",0.56234133,1}; soundEngineOnInt[] = {"A3\Sounds_F\air\Plane_Fighter_03\Plane_Fighter_03-start_int",1.0,1.0}; soundEngineOnExt[] = {"A3\Sounds_F\air\Plane_Fighter_03\Plane_Fighter_03-start_ext",1.7782794,1.0,500}; soundEngineOffInt[] = {"A3\Sounds_F\air\Plane_Fighter_03\Plane_Fighter_03-stop_int",1.0,1.0}; soundEngineOffExt[] = {"A3\Sounds_F\air\Plane_Fighter_03\Plane_Fighter_03-stop_ext",1.7782794,1.0,500}; soundLocked[] = {"\A3\Sounds_F\weapons\Rockets\locked_1",0.31622776,1}; soundIncommingMissile[] = {"\A3\Sounds_F\vehicles\air\noises\alarm_locked_by_missile_1",0.31622776,1.5}; soundGearUp[] = {"A3\Sounds_F_EPC\CAS_02\gear_up",0.7943282,1.0,150}; soundGearDown[] = {"A3\Sounds_F_EPC\CAS_02\gear_down",0.7943282,1.0,150}; soundFlapsUp[] = {"A3\Sounds_F_EPC\CAS_02\Flaps_Up",0.63095737,1.0,100}; soundFlapsDown[] = {"A3\Sounds_F_EPC\CAS_02\Flaps_Down",0.63095737,1.0,100}; landingSoundInt0[] = {"A3\Sounds_F\vehicles\air\noises\landing_wheels_large_int1",1.0,1.0,100}; landingSoundInt1[] = {"A3\Sounds_F\vehicles\air\noises\landing_wheels_large_int2",1.0,1.0,100}; landingSoundInt[] = {"landingSoundInt0",0.5,"landingSoundInt1",0.5}; landingSoundOut0[] = {"A3\Sounds_F\vehicles\air\noises\landing_wheels_ext1",1.7782794,1.0,100}; landingSoundOut1[] = {"A3\Sounds_F\vehicles\air\noises\landing_wheels_ext2",1.7782794,1.0,100}; landingSoundOut[] = {"landingSoundOut0",0.5,"landingSoundOut1",0.5}; driverRightHandAnimName = "pilot_stick"; driverLeftHandAnimName = "pilot_throttle"; driverleftleganimname = "pilot_rudder"; driverrightleganimname = "pilot_rudder"; insideSoundCoef = 0.2; fuelCapacity = 10000; landingSpeed = 185; acceleration = 420; laserScanner=1; maxSpeed = 890; altFullForce = 9000; altNoForce = 20000; noseDownCoef = 0; // how much goes nose down during turns nightVision = 1; //A3 enableGPS = 1; //A3 radarType = 4; //A3 LockDetectionSystem = 8; //A3 incomingMissileDetectionSystem = 16; //A3 irScanRangeMax = 10000; //A3 envelope[] = {0, 0.2, 1.2, 3, 5.1, 7, 7.3, 7, 6.3, 5.2, 3.8, 1.8, 0.5, 0}; aileronSensitivity = 1; elevatorSensitivity = 0.8; draconicForceXCoef = 2.5; draconicForceYCoef = 0.5; draconicForceZCoef = 0.5; draconicTorqueXCoef = 0.15; draconicTorqueYCoef = 2.5; vtol = 0; }; }; Model.cfg Spoiler class CfgSkeletons { class cfgVehicles; class Iskra: cfgVehicles { isDiscrete=0; skeletonInherit=""; skeletonBones[]= { "gear1","", }; }; }; class Rotation; class CfgModels { class Vehicle; class Plane: Vehicle { sectionsInherit=""; sections[]={}; skeletonName="Plane"; class Animations { }; }; class ISKRA: Plane { sections[]= { }; skeletonName="Iskra"; class Animations { class Gear1: Rotation { type="rotation"; source="Gear"; selection="Gear1"; axis="Gear1_axis"; /*memory=1; sourceAddress="clamp";*/ minValue=-1.70; maxValue=0.001; angle0=-1.55; angle1=0.001; }; }; }; }; no rpt errors or in-game, any ideas how to fix it? 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x3kj 1247 Posted December 12, 2016 model.cfg Quote minValue=-1.70; maxValue=0.001; is bad. The minvalue should be >= 0 and maxvalue should be <= 1, because the animation source values go from 0 to 1. When your animation doesnt work ingame but in buldozer it always has to do with the animationsource. 1 Share this post Link to post Share on other sites
riten 153 Posted December 12, 2016 I've change values to: minValue=0; maxValue=1 angle0=0.001; angle1=-1.55; and it works perfect :D thank you! btw I thought that I need min value <0 if I want angle <0, now all is clear and I can move forward :) Share this post Link to post Share on other sites