1B1KSniper 0 Posted December 29, 2002 No error messages, just doesn't show up in the editor.  I have determined the animations part not to be the problem so I have removed it as it is still awaiting testing. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">]//Daishi by 1B1KSniper // some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 class CfgPatches {  class Daishi  {   units[]={Daishi};   weapons[]={};   worlds[]={};   requiredVersion=1.90;  }; }; class CfgVehicles {  class All{};  class AllVehicles: All{};  class LandVehicle: AllVehicles{};  class Tank: LandVehicle{};  class Daishi:Tank  {  side=TWest;  crew=SoldierW;  vehicleclass=Mechs;  displayname=Daishi;       cost = 1000000000000000000;  armor=100000;  model=\daishi\daishi;       hasDriver = 1;       hasGunner = 0;       driverIsCommander = 1;       canFloat = 0;  }; };<span id='postcolor'> All help is appreciated -Sniper Share this post Link to post Share on other sites
Hobo Sniper 0 Posted December 29, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ]//Daishi by 1B1KSniper /*******Is this line an error in the code or in your config???**********/ // some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 class CfgPatches { class Daishi {   units[]={Daishi};   weapons[]={};   worlds[]={};   requiredVersion=1.90;  }; }; class CfgVehicles {  class All{};  class AllVehicles: All{};  class LandVehicle: AllVehicles{};  class Tank: LandVehicle{};  class Daishi:Tank  {  side=TWest;  crew=SoldierW;  vehicleclass=Mechs; /*************************did you define this?**********/  displayname=Daishi;       cost = 1000000000000000000;  armor=100000;  model=\daishi\daishi;       hasDriver = 1;       hasGunner = 0;      driverIsCommander = 1;      canFloat = 0;  }; }; <span id='postcolor'> Share this post Link to post Share on other sites
1B1KSniper 0 Posted December 29, 2002 First part, an error while I was putting it on the forums. The second one, because I am using v 1.85+ I can define the class which it goes into in the editor. Which just means its the part of the list it's under, and I copy/pasted from an addon I had made already that works. And I know that's not the prob as I removed that and it still didn't work. Share this post Link to post Share on other sites
franze 196 Posted December 29, 2002 Try adding "hasCommander=0" and see what that does. Share this post Link to post Share on other sites
maddogx 13 Posted December 30, 2002 put 'scope = 2' in there! Share this post Link to post Share on other sites
1B1KSniper 0 Posted December 30, 2002 I've already tried hascommander=0 I'll try the scope=2 part. Share this post Link to post Share on other sites
1B1KSniper 0 Posted December 30, 2002 OK, the scope=2 part worked. Now I just have to work on the anims part. Share this post Link to post Share on other sites
Tanelorn 0 Posted December 31, 2002 If you can get the legs to move properly I will be very interested in this as I have had no success making one named selection usable by two separate animations. Proper leg movement requires that the leg move along one axis while rotating on another. Two animations with 1 named selection = errors. At least in my experience. Share this post Link to post Share on other sites
1B1KSniper 0 Posted December 31, 2002 I'm doing it using RTM's. And I am still not quite there with getting them ingame... But I do have a theory which I am working on... The theory is, if I can't make them the default moves of the mech, I'll make a user action which will be something like power on. Because when you define an anim you can define the actions available and define then define those animations and define the actions available for them and so on... So... I am going to test it in a little bit. Share this post Link to post Share on other sites