AnGuS 0 Posted December 29, 2002 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"; }; }; Share this post Link to post Share on other sites
AnGuS 0 Posted December 29, 2002 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- Share this post Link to post Share on other sites
1B1KSniper 0 Posted December 30, 2002 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. Share this post Link to post Share on other sites
AnGuS 0 Posted December 31, 2002 Hi, i sent u a mail,did u get it? -AnGuS- Share this post Link to post Share on other sites