KokaKolaA3 394 Posted April 8, 2017 Hey, I tried to make a building with a working door, but whatever I do, it doesn't work. I used the Arma 3 Samples and a tutorial on YouTube, but I'm doing something wrong. The action is there, but nothing happens when i "press" it. Here is my config.cpp class CfgVehicles { class Items_base_F; class kka3_generalstore_F : Items_base_F { scope = 2; model = "\kka3_generalstore\kka3_generalstore.p3d"; displayName = "General Store"; vehicleClass = "kka3_objects1"; ladders[] = {{"",""}}; class AnimationSources { class Door_1_source { source = user; // "user" = custom source = not controlled by some engine value initPhase = 0; // Initial value of animations based on this source animPeriod = 1; // Coefficient for duration of change of this animation sound = "GenericDoorsSound"; /// Selects sound class from CfgAnimationSourceSounds that is going to be used for sounds of doors }; class Door_2_source { source = user; // "user" = custom source = not controlled by some engine value initPhase = 0; // Initial value of animations based on this source animPeriod = 1; // Coefficient for duration of change of this animation sound = "GenericDoorsSound"; /// Selects sound class from CfgAnimationSourceSounds that is going to be used for sounds of doors }; }; class UserActions { class OpenDoor1 { displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; // This is displayed in the center of the screen just below crosshair. In this case it's an icon, not a text. displayName = "Open Door 1"; // Label of the action used in the action menu itself. position = door_1_trigger; // Point in Memory lod in p3d around which the action is available. radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_1_Rotation"" < 0.5 "; statement = "this animate [""Door_1_Rotation"", 1];"; }; class CloseDoor1 { displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; // This is displayed in the center of the screen just below crosshair. In this case it's an icon, not a text. displayName = "Close Door 1"; // Label of the action used in the action menu itself. position = door_1_trigger; // Point in Memory lod in p3d around which the action is available. radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_1_Rotation"" >= 0.5 "; statement = "this animate [""Door_1_Rotation"", 0];"; }; class OpenDoor2 { displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; // This is displayed in the center of the screen just below crosshair. In this case it's an icon, not a text. displayName = "Open Door 2"; // Label of the action used in the action menu itself. position = door_2_trigger; // Point in Memory lod in p3d around which the action is available. radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_2_Rotation"" < 0.5 "; statement = "this animate [""Door_2_Rotation"", 0];"; }; class CloseDoor2 { displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; // This is displayed in the center of the screen just below crosshair. In this case it's an icon, not a text. displayName = "Close Door 2"; // Label of the action used in the action menu itself. position = door_2_trigger; // Point in Memory lod in p3d around which the action is available. radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_1_Rotation"" >= 0.5 "; statement = "this animate [""Door_2_Rotation"", 0];"; }; }; }; }; ///////////////////////////////////////////////// ///////////////////model.cfg///////////////////// ///////////////////////////////////////////////// class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class kka3_generalstore_skeleton : Default { skeletonInherit = "Default"; skeletonBones[] = { "Door_1","", "Door_2","" }; }; }; class Rotation; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; sectionName = ""; }; class kka3_generalstore : Default { skeletonName = "kka3_generalstore_skeleton"; sections[] = {}; sectionsInherit = ""; class Animations { class Door_1_Rotation { type="rotation"; source="Door_1_source"; selections="Door_1"; axis="door_1_axis" memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1=(rad 110); }; class Door_2_Rotation { type="rotation"; source="Door_1_source"; selections="Door_2"; axis="door_2_axis" memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1=(rad 110); }; }; }; }; I included the model.cfg into the config.cpp because then i don't have to binarize the addon. And of course i have the door_1_trigger/door_2_trigger/door_1_axis/door_2_axis in my memory lod Share this post Link to post Share on other sites
KokaKolaA3 394 Posted April 18, 2017 I already fixed the issue... Share this post Link to post Share on other sites
Whitefame 17 Posted April 19, 2017 Can you explain what you did to make it work? im experience a similar problem Share this post Link to post Share on other sites
KokaKolaA3 394 Posted April 20, 2017 13 hours ago, Whitefame said: Can you explain what you did to make it work? im experience a similar problem I forgot to make a "named selection" in O2 called Door_1 and Door_2. (In resolution LOD and Geo LOD) Share this post Link to post Share on other sites