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AnGuS

New class vehicles

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Hi all,

i have a new model with his rtm´s of walf forward and backward.I create his config.cpp,here it is:

// 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

#define WeaponNoSlot 0 // dummy weapons

#define WeaponSlotPrimary 1 // primary weapons

#define WeaponSlotSecondary 16 // secondary weapons

#define WeaponSlotItem 256 // items

#define WeaponSlotBinocular 4096 // binocular

#define WeaponHardMounted 65536

class CfgPatches

{

class nu_vec

{

units[] = {example};

weapons[] = {};

requiredVersion = 1.75;

requiredAddons[] = {BIS_Resistance};

};

};

class CfgModels

{

class Default

{

sections[]={};

sectionsInherit="";

};

class nuvec: Default

{

sections[]={"cuerpo","pata izq","pata der","pie izq","pieder","pata baja izq","pata baja der"};

};

};

//acciones

class CfgNuVecActions

{

access=3;

Stop="";

WalkF="";

WalkB="";

};

//movimientos

class CfgMovesNuVec

{

access=1;

class Actions

{

class NoActionsAll: CfgNuVecActions

{

access=3;

};

class NoActions: NoActionsAll

{

turnSpeed=1;

upDegree=-1;

limitFast=5;

};

class StandActions: NoActions

{

stop="Stand";

default="Stand";

walkF="StandWalkF";

walkB="StandWalkB";

};

class Default

{

access=3;

actions="StandActions";

file="";

looped=1;

speed=0.500000;

disableWeapons=0;

enableOptics=1;

disableWeaponsLong=0;

showWeaponAim=1;

enableMissile=0;

enableBinocular=0;

showItemInHand=0;

showItemInRightHand=0;

showHandGun=0;

onLandBeg=0;

onLandEnd=0;

onLadder=0;

duty=-0.500000;

visibleSize=1;

aimPrecision=1;

recoilSuffix="";

relSpeedMin=1.000000;

relSpeedMax=1.000000;

soundEnabled=1;

soundOverride="";

soundEdge1=0.500000;

soundEdge2=1;

terminal=0;

limitGunMovement=1;

variantsPlayer[]={};

variantsAI[]={""};

equivalentTo="";

connectAs="";

variantAfter[]={5,10,20};

connectFrom[]={};

connectTo[]={};

interpolateWith[]={};

interpolateTo[]={};

interpolateFrom[]={};

aiming="";

legs="";

head="";

interpolationSpeed=6;

interpolationRestart=0;

preload=0;

};

class StandBase: Default

{

limitGunMovement=0;

aiming="aimingNo";

disableWeapons=1;

disableWeaponsLong=1;

};

class States

{

class Stand: StandBase

{

actions="StandActions";

file="\example\normal.rtm";

speed=10000000000.000000;

looped=1;

soundEnabled=0;

variantAfter[]={1,3,6};

variantsAI[]={};

equivalentTo="Stand";

interpolationSpeed=2;

interpolateTo[]={};

};

class StandWalkF: StandBase

{

actions="StandActions";

file="\example\walk.rtm";

speed=-1.200000;

looped=1;

duty=-0.700000;

relSpeedMin=0.700000;

relSpeedMax=1.000000;

interpolateTo[]={};

};

class StandWalkB: StandBase

{

actions="StandActions";

file="\example\walkB.rtm";

speed=-1.200000;

looped=1;

duty=-0.700000;

relSpeedMin=0.700000;

relSpeedMax=1.000000;

interpolateTo[]={};

};

};

};//Class Actions

};//CfgMovesNuVec

class CfgVehicles

{

access=1;

vehicleClass[]={"nuvec"};

class All{};

class AllVehicles:All{};

class Land:AllVehicles{};

class LandVehicle: Land {};

class nuvec: LandVehicle {};

{

scope=2;

side=TWest;

displayName="PAtas";

vehicleClass = "Mecha";

crew = "sebnam_acsoldier";

moves="CfgMovesMech";

model="\patas\patas.p3d";

};

};

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Hi again,

i have a problem with the net.The last part is this way:

class CfgVehicles

{

access=1;

vehicleClass[]={"nuvec"};

class All{};

class AllVehicles:All{};

class Land:AllVehicles{};

class LandVehicle: Land {};

class nuvec: LandVehicle {};

{

scope=2;

side=TWest;

displayName="example";

vehicleClass = "nuvec";

crew = "sebnam_acsoldier";

moves="CfgMovesNuvec";

model="\example\nuvec.p3d";

};

};

So i know that in some places im mistake,but the problem is not all in the sintaxis or if some has forgotenn me.The really problem is if the idea i was thinkin could be posible.

The idea,basically,is to create a new class of object with his own Cfgmoves,CfgActions.. and not include the new vehicle in a existent class as tank,motorcycle or man.

Sorry for the error,if the idea that i was tryin to explain is not clear tell me.

Thanks all,

-AnGuS-

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Iam working on someting very similar to this.

First thing:

the moves="CfgMovesMech";

doesn't match the class CfgMovesNuVec

They gotta match up or it won't work at all.

And I think the Class Default after Stand Actions has to gou under the Class States.

Other thatyn that I'm not sure.

Contact me if you get this to work cause I am animating a mech and trying to do the same thing.

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