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Arma 3 Helicopter MFD Help

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Does anyone know why my MFD's are working on my pave hawk project? its a ported version of the arma 2 UH60M black hawk and i just can't figure out whats wrong with it.

 

Here is my model config. (I have no experience with how MFD's work) Also they use to work before i fixed my glass on the helicopter, all i did was move the glass to the top of the proxy list which fixed my refueling probe from being white while looking through the glass.

 

class CfgSkeletons
{
	class Vehicle;
	class Helicopter: Vehicle
	{
		skeletonInherit="Vehicle";
		skeletonBones[]={};
	};
 	class UH60M_skeleton: Helicopter
	{
		isdiscrete=0;
		skeletonInherit="Helicopter";
		skeletonBones[]=
		{
			"dampers","",
			"damper_rear","",
			"elevator","",
			"horizont_1","",
			"horizont_1b","",
			"compass_1","",

			"horizont_2","",
			"horizont_2b","",
			"compass_2","",
			
			"leftDoor","",
			"rightDoor","",
			
			"mala vrtule","",
			"velka vrtule","",

			"rotordive","velka vrtule",
			"rotor static dive","velka vrtule"

		};
	};
 	class UH60M_MG_skeleton: UH60M_skeleton
	{
		skeletonInherit="UH60M_skeleton";
		skeletonBones[]=
		{
			//"otocvez_1","",
			//"otochlaven_1","otocvez_1",
			//"gatling_2","otochlaven_1",
			//"gatling_1","otochlaven",
			
			"gatling_1","otochlaven",
			"otocvez","",
			"otochlaven","otocvez",
			"gatling_2","otochlaven_1",
			"otocvez_1","",
			"otochlaven_1","otocvez_1",
		};
	};
};
class Rotation;
class CfgModels
{
	class Vehicle;
	class Helicopter: Vehicle
	{
		sectionsInherit="Vehicle";
		sections[]={};
		skeletonName="Helicopter";
		class Animations
		{
			class IndicatorSpeed;
			class IndicatorSpeed2;
			class IndicatorVertSpeed2;
			class IndicatorVertSpeed;
			class IndicatorAltBaro;
			class IndicatorAltBaro2;
			class IndicatorAltRadar2;
			class IndicatorAltRadar;
			class HorizonDive;
			class damageHide;
			class RotorTilt;
		};
	};

	class UH60M_MEV: Helicopter
	{
		skeletonName="UH60M_skeleton";
		//sectionsInherit="Helicopter";
		sections[] = 
		{
		"trup",
		"podsvit pristroju",
		"mala vrtule blur",
		"mala vrtule staticka",
		"velka vrtule staticka",
		"velka vrtule blur",
		
		"camo1",
		"camo2",
		"camo3",
		"clan",
		"clan_sign"
		};
		
		class Animations: Animations
		{
			class HRotor
			{
				type="rotation";
				source="rotorH";
				selection="velka vrtule";
				axis="velka osa";//*probably*
				sourceAddress = loop;
				minValue = 0.0;//rad 0.0
				maxValue = 1.0;//rad 57.29578
				angle0 = 0.0;//rad 0.0;
				angle1 = 6.2831855;//rad 360.0;
				animPeriod = 1.4013e-045/*#DEN*/;
				initPhase = 0.0;
//				memory = true;//(default assumed)
			};
			class VRotor
			{
				type="rotation";
				source="rotorV";
				selection="mala vrtule";
				axis="mala osa";//*probably*
				sourceAddress = loop;
				minValue = 0.0;//rad 0.0
				maxValue = 1.0;//rad 57.29578
				angle0 = 0.0;//rad 0.0;
				angle1 = -6.2831855;//rad -360.0;
				animPeriod = 1.4013e-045/*#DEN*/;
				initPhase = 0.0;
//				memory = true;//(default assumed)
			};
			class horizonDive
			{
				type="translation";
				source="horizonDive";
				selection="horizont_1";
				axis="axis_horizont_1";
				memory=1;
				minValue=-1.000000;
				maxValue=1.000000;
				offset0=-0.610000;
				offset1=0.610000;
			};
			

			class horizonDive_gunner:horizonDive
			{
				type="translation";
				source="horizonDive";
				selection="horizont_2";
				axis="axis_horizont_2";
				memory=1;
			};
			class horizonBank
			{
				type="rotation";
				source="horizonBank";
				selection="horizont_1";
				axis="axis_r_horizont_1";
				memory=1;
				minValue="rad -360";
				maxValue="rad +360";
				angle0="rad +360";
				angle1="rad -360";
			};
			class horizonBank_gunner:horizonBank
			{
				type="rotation";
				source="horizonBank";
				selection="horizont_2";
				axis="axis_r_horizont_2";
				memory=1;
			};
			class HorizontBudik_bank: Rotation
			{
				source="horizonBank";
				selection="horizont";
				axis="horizont_budikBank_osa";
				memory=1;
				minValue="rad -360";
				maxValue="rad 360";
				angle0="rad 360";
				angle1="rad -360";
			};
			class HorizontBudik_dive: HorizontBudik_bank
			{
				source="horizonDive";
				axis="horizont_budikDive_osa";
				minValue="rad -40";
				maxValue="rad 40";
				angle0="rad -27";
				angle1="rad 27";
			};

			class IndicatorCompass: Rotation
			{
				source="direction";
				selection="compass_1";
				axis="axis_compass_1";
				memory=1;
				minValue=-3.141593;
				maxValue=3.141593;
				angle0=-3.141593;
				angle1=3.141593;
			};
			class IndicatorCompass_gunner: IndicatorCompass
			{
				source="direction";
				selection="compass_2";
				axis="axis_compass_2";
				memory=1;
			};
			class IndicatorSpeed: IndicatorSpeed
			{
				maxValue=50.000000;
				angle0=0.261799;
				angle1=5.759586;
			};
			class IndicatorSpeed2: IndicatorSpeed2
			{
				maxValue=50.000000;
				angle0=0.261799;
				angle1=5.759586;
			};
			class dampers: Rotation
			{
				source="altRadar";
				selection="dampers";
				axis="dampers_axis";
				maxValue=0.400000;
				angle0=-0.087266;
				angle1=-0.296706;
			};
			class dampers_rear: dampers
			{
				selection="damper_rear";
				axis="damper_rear_axis";
				angle0=0.000000;
			};
			class elevator: Rotation
			{
				source="speed";
				selection="elevator";
				axis="elevator_axis";
				minValue=25.000000;
				maxValue=27.799999;
				angle0=-0.523599;
				angle1=0.000000;
			};
			class IndicatorVertSpeed2: IndicatorVertSpeed2
			{
				type="rotation";
				source="vertSpeed";
				selection="vert_speed2";
				axis="osa_vert_speed2";
				memory=0;
				minValue=-30.000000;
				maxValue=30.000000;
				angle0=3.141593;
				angle1=-3.141593;
			};
			class IndicatorVertSpeed: IndicatorVertSpeed
			{
				type="rotation";
				source="vertSpeed";
				selection="vert_speed";
				axis="osa_vert_speed";
				memory=0;
				minValue=-30.000000;
				maxValue=30.000000;
				angle0=3.141593;
				angle1=-3.141593;
			};
			class IndicatorAltBaro: IndicatorAltBaro
			{
				type="rotation";
				source="altBaro";
				selection="nm_alt";
				axis="osa_nm_alt";
				memory=0;
				minValue=30.000000;
				maxValue=61.000000;
				angle0=0.000000;
				angle1=6.108653;
			};
			class IndicatorAltBaro2: IndicatorAltBaro2
			{
				type="rotation";
				source="altBaro";
				selection="nm_alt2";
				axis="osa_nm_alt2";
				memory=0;
				minValue=30.000000;
				maxValue=61.000000;
				angle0=0.000000;
				angle1=6.108653;
			};
			class IndicatorAltRadar: IndicatorAltRadar
			{
				type="rotation";
				source="altRadar";
				selection="alt";
				axis="osa_alt";
				memory=0;
				minValue=0.000000;
				maxValue=304.000000;
				angle0=-2.268928;
				angle1=4.363323;
			};
			class IndicatorAltRadar2: IndicatorAltRadar2
			{
				angle0=-2.268928;
				angle1=4.363323;
			};
			class elevator_damage: damageHide
			{
				selection="elevator";
			};
		};
	};

	class UH60M: UH60M_MEV
	{
		skeletonName="UH60M_MG_skeleton";
		sectionsInherit="UH60M_MEV";
		sections[]=
		{
		"zasleh_1",
		"zasleh_2"
		};
		class Animations: Animations
		{
		//guns
			class MainTurret
			{
				type="rotation";
				source="mainTurret";
				selection="OtocVez";
				axis="OsaVeze";
				animPeriod=0;
				minValue="rad -360";
				maxValue="rad +360";
				angle0="rad (-360)"; 
				angle1="rad (+360)";
			};
			class Turret_2: MainTurret
			{
				source="Turret_2";
				selection="otocvez_1";
				axis="OsaVeze_1";
				angle0="rad (-360)";
				angle1="rad (+360)";

			};
			               
			
			class MoveCargoDoor
			{
				type="translationZ";
				source="user";
				selection="rightDoor";
				axis="cargo_door_axis";//*probably*
//				sourceAddress = clamp;// (default)
				minValue = 0.0;//rad 0.0
				maxValue = 1.811;//rad 57.29578
				offset0 = 0.0;
				offset1 = 2.0;
//				memory = true;//(default assumed)
			};
			class MoveCargo2Door
			{
				type="translationZ";
				source="user";
				selection="leftDoor";
				axis="cargo_door_axis";//*probably*
				minValue = 0.0;
				maxValue = 1.811;
				offset0 = 0.0;
				offset1 = 2.0;
			};
			
			class MainGun: MainTurret
			{
				source="mainGun";
				selection="OtocHlaven";
				axis="OsaHlavne";
				angle0="rad (+360)";
				angle1="rad (-360)"; 

			};
			class Gun_2: MainGun
			{
				source="Gun_2";
				selection="otochlaven_1";
				axis="OsaHlavne_1";
				angle0="rad (-360)";
				angle1="rad (+360)";

			};
			class MachineGun: Rotation
			{
				selection="gatling_2";
				axis="gatling_2_axis";
				angle0 = 0;
				angle1="-600 * 3.141592654";
				source="gatling_1";
			};
			class MachineGun_1: MachineGun
			{
				selection="gatling_2";
				axis="gatling_2_axis";
				source="gatling_2";
			};
			class otocvez_damage:damageHide
			{
				selection="otocvez";
			};
			class otocvez_1_damage: otocvez_damage
			{
				selection="otocvez_1";
			};
			///Guns end
		};
	};
};

 

 

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They use to yes, now they're all just black screens.

 

 

Here is a picture -- YcANyBL.jpg

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