Hawkkster 0 Posted April 11, 2017 Im rather new to addon creation and Im trying to animate a sliding door. Ive gotten stuck trying to figure out what Ive done wrong here. I would appreciate if someone could shed some light on what I have done wrong. I want the player to walk through the door if it is open. (ignore that the doors go super far out) https://www.youtube.com/watch?v=WVxWpD4PvOY Model.cfg - https://pastebin.com/fZS3MLfq Config.cpp - https://pastebin.com/v1AK93zA (Sidenote. The Skeletonbones are correct with the numbers, thats how it is in the p3d, I have yet to change it) Share this post Link to post Share on other sites
m1lkm8n 411 Posted April 11, 2017 (edited) That looks cool!!! you need to model the geo lod (which is used to stop the player from walking through the model) to match and make sure the bone names in the geo lod match those of the doors so when they animate so will the the geo lod. That does the same for the rest of the lods. Any lods that needs the animation to match the bone names must be the same Edited April 11, 2017 by m1lkm8n 2 Share this post Link to post Share on other sites
Hawkkster 0 Posted April 12, 2017 Thank you for replying, now once I change the bones to match.. Would I just list the two bones under skeletonBones in the model.cfg and as the selection in class animations?I ask because I tried that and now its not possible to open or close the door/no animation plays. I can also walk through the door. (I also tried a few other combinations and nothing worked) Here's a picture of what my p3d looks like in O2 https://gyazo.com/44fef4e3602eed1878db426e427d8d96 https://gyazo.com/44fef4e3602eed1878db426e427d8d96 Door_1 and Door_2 are copies of Component3 and Component2 (In Geolod) Share this post Link to post Share on other sites
m1lkm8n 411 Posted April 12, 2017 Let me specify further and I'm sorry if the wording made it sound as such but the geolod doesn't need to "exactly match" the resolution lod. In fact if you do that than it may not be possible for the components to be convex. For houses and doors and such it's easy to just use cube shapes. But the parts that are the doors need to have the same bone name as the bone name in the resolution lod that is being animated. If the bone names are the same then there is no reason you will need to define them again. 1 Share this post Link to post Share on other sites
Hawkkster 0 Posted April 13, 2017 Thank you! That fixed my problem! One more question if you know the answer to this. In the Config File for UserActions, to open/close the door I use this - https://pastebin.com/fxgwZU4N - The door only will allow me to go through if I press escape/alt tab out and back into the game. Am I missing something in the config here thats causing that? Share this post Link to post Share on other sites
m1lkm8n 411 Posted April 13, 2017 That's not right. In the first door open class it should look like this. statement = "this animate [""Door_1Translation"", 1]; this animate [""Door_2Translation"", 1];"; Share this post Link to post Share on other sites