SexyCake 0 Posted June 19, 2018 I am trying to make a static object that blinks, it's basically a shape with a high emissive rvmat assign and another shape that is behind the high emissive shape that only has a simple texture. My goal is to hide and unhide every X seconds/frame the high emissive shape in other to make a blinking "light". My p3d is composed by one resolution lod, with 2 named selections that are light_base (non emissive surface) and light (high emissive surface); and another geometry lod with mass and components set The model itself works, only the hide and unhide part is missing. model.cfg Spoiler class CfgSkeletons { class SimpleBlink_Skeleton { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = { "light", "" }; }; }; class CfgModels { class SimpleBlink { sectionsInherit=""; sections[] = {}; skeletonName = "SimpleBlink_Skeleton"; class Animations { class Beacon1 { type = "Hide"; selection = "light"; source = "time"; animPeriod = 0; sourceAddress = "loop"; minValue = 0; maxValue = 1; hideValue = "0.5"; }; }; }; }; config.cpp Spoiler class CfgPatches { class SimpleBlinkAddon { units[] = {'SimpleBlink'}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Functions_F"}; }; }; class CfgVehicles { class Static; class SimpleBlink : Static { scope = 2; displayName = "Blue beacon"; model = "\beacon\beacon.p3d"; }; }; Share this post Link to post Share on other sites