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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:

xXGhq0U.png

cvpLkYV.png

Bhb8DNd.pngsy0hOh2.pngzg4dziy.jpg

 

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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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.

  • Like 1

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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 :)

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