TroyT 6 Posted June 27, 2019 I'm making a craftable first-aid chest for our Exile servers but am having troubles with the Heal_Player action. I'm pretty sure that it's something missing in my model.cfg. Any insight here would be appreciated. model.cfg: Spoiler class cfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class BSF_MedChest_Skeleton: Default { skeletonInherit="Default"; skeletonBones[]= {"heal_action",""}; }; }; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class BSF_MedChest: Default { sections[] = {"heal_action"}; skeletonName="BSF_MedChest_Skeleton"; class Animations { type="direct"; source="user"; selection="heal_action"; }; }; }; config.cpp: Spoiler class BSF_MedChest: Exile_Container_Abstract { scope=2; model="\BSF_Community_Addon\addons\bsf_buildings\BSF_MedChest\BSF_MedChest.p3d"; displayName="Medicine Chest"; maximumLoad=1000; armor=1000; simulation="house"; exileRequiresSimulation=1; class UserActions { class heal_player { displayName="Heal thyself!"; displayNameDefault="<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\bandage_ca.paa' size='2.5' />"; priority=6; radius=1; position="heal_action"; showWindow=1; hideOnUse=1; condition=true; statement="player setDamage 0;"; }; }; }; I have a "heal_action" named selection memory point in the model. I've played with selections in the geometry, res, and fire Geometry LODs to see if that mattered (does it?). Share this post Link to post Share on other sites
TroyT 6 Posted August 5, 2019 <bump> I'm revisiting this and am really hoping someone can point me in the right direction. Share this post Link to post Share on other sites
Dedmen 2588 Posted August 6, 2019 why not just make a normal action on the whole box? instead of trying to make a specific interaction point on the box? Share this post Link to post Share on other sites
TroyT 6 Posted August 6, 2019 Thanks for the reply. I'd be fine with that. The only reason that I was trying to use an interaction point was that I thought that was how it had to be done. How would I do that? Share this post Link to post Share on other sites
Dedmen 2588 Posted August 7, 2019 Example: class UserActions { class arsenal { displayName = "Arsenal"; priority = 3; radius = 20; position = "camera"; showWindow = 0; hideOnUse = 1; onlyForPlayer = 1; condition = "true"; statement = "[player, player, true] call ace_arsenal_fnc_openBox;"; }; }; I guess you just use "camera" as position. Share this post Link to post Share on other sites