Barba-negra 117 Posted May 8, 2020 Hi guys, I hope you are all well, I come here because I am stuck in the creation of a new submarine, in the configuration of the periscope, I do not know why it remains static at the time I place the optical sight, please I am not wrong? here is the reference information model.cfg class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones [] = {}; }; clase Vehículo: Predeterminado {}; clase ship: Vehículo { skeletonInherit = "Vehículo"; skeletonBones [] = { "otocvez", "", "otochlaven", "otocvez", "Periscope", "", "Aspa", "" }; }; clase Bama_sub: Ship { skeletonInherit = "ship"; skeletonBones [] = { "Periscopio", "", "Aspa", "" }; }; }; class CfgModels { class Rotation { type = "rotation"; memoria = 1; minValue = 0; maxValue = 1; ángulo 0 = 0; ángulo1 = 1; }; clase Predeterminado { seccionesInherit = ""; secciones [] = {}; skeletonName = ""; }; clase Vehículo: Predeterminado { secciones [] = { }; }; clase Alabama: Vehículo { skeletonName = "Bama_sub"; secciones [] = { }; Animaciones de clase { class MainTurret { type = "rotation"; fuente = "mainTurret"; selección = "periscopio"; eje = "velka osa"; memoria = 1; animPeriod = 0; minValue = "rad -360"; maxValue = "rad +360"; angle0 = "rad -360"; ángulo1 = "rad +360"; }; clase Aspa { type = "rotation"; source = "rotor"; selection = "Aspa"; axis = "propeller2_axis"; memory = 1; sourceAddress = "loop"; minValue = -1.000000; maxValue = 1.000000; angle0 = (rad 0); angle1 = (rad +2880); }; }; }; } config.cpp class CfgPatches { class BarbaBama { units [] = { "SSBN_731", }; autor = "Barbanegra"; armas [] = {}; requiredVersion = 1; requiredAddons [] = {"A3_Boat_F_SDV_01"}; }; }; class CfgVehicles { class Ship; class B_SDV_01_F; class Static; class Barba_Bama_1: B_SDV_01_F { class viewpilot; class AnimationSources; class ViewOptics; class NewTurret; }; class SSBN_731: Barba_Bama_1 { scope=2; displayName="Alabama Submarine"; model="\Barba_Bama\Alabama.p3d"; faction="BLU_F"; side=1; driverAction= "RHIB_Driver"; cargoAction[]= { "RHIB_Driver" }; driverName="View from the bridge"; transportSoldier=26; mapSize=0.0099999998; icon=""; hasGunner=1; armor=150; canFloat=1; maxspeed=60; fuelCapacity=0; extCameraPosition[]={0,24,54}; driverCompartments="Asiento2"; author = "Barbanegra"; simulation = "submarinex"; overSpeedBrakeCoef = 0.8; enginePower = 45; engineShiftY = 0.4; waterLeakiness = 0; waterResistanceCoef = 0.015; waterLinearDampingCoefX = 2; waterLinearDampingCoefY = 0.8; waterAngularDampingCoef = 1; rudderForceCoef = 0.2; rudderForceCoefAtMaxSpeed = 0.05; class UserActions { class Activador { displayName=""; position="ucontrol"; onlyforplayer=0; radius=16; condition="(this animationPhase ""FrontCont"" < 0.09) or (this animationPhase ""FrontCont"" > 0.12)"; statement="[this, 9.5, 1] execVM ""\Barba_Bama\scripts\nada.sqf"""; }; }; class Turrets { class MainTurret : { body = "mainTurret" animationSourceBody = "mainTurret" canHideGunner = true; class ViewGunner { initAngleX=0; minAngleX=-30; maxAngleX=+30; initAngleY=0; minAngleY=-100; maxAngleY=+100; minElev=-05; maxElev=+60; initElev=0; minTurn=-360; maxTurn=+360; initTurn=0; initFov=0.155; minFov=0.034; maxFov=0.155; }; class ViewOptics { initAngleX=0; minAngleX=-30; maxAngleX=+30; initAngleY=0; minAngleY=-100; maxAngleY=+100; minElev=-05; maxElev=+60; initElev=0; minTurn=-360; maxTurn=+360; initTurn=0; initFov=0.155; minFov=0.034; maxFov=0.155; }; forceHideGunner = true; gunnerAction = ""; gunnerForceOptics = true; gunnerName = "Periscope"; gunnerOpticsModel="\A3\weapons_f_beta\reticle\reticle_SDV"; gunnerOutOpticsModel="\A3\weapons_f_beta\reticle\reticle_SDV"; turretInfoType="RscOptics_SDV_periscope"; viewGunnerInExternal=0; gunnerOpticsEffect[]={}; turretFollowFreeLook=1; gunnerOutForceOptics=1; }; }; }; }; imagen Share this post Link to post Share on other sites
cervantes 330 Posted May 9, 2020 in your model.cfg you need also define axis from your turret. class periscope { type = "rotationY"; source = "periscope"; selection = "periscope"; axis = "osa_periscope"; animPeriod = 0; memory = 1; minValue = "rad -180"; maxValue = "rad +180"; angle0 = "rad -180"; angle1 = "rad +180"; }; 1 Share this post Link to post Share on other sites
Barba-negra 117 Posted May 9, 2020 the pariscope can rotate, but only when I place it without optical sight, when I use the optical sight, which is how it has to be, it remains static, something I must be doing wrong Share this post Link to post Share on other sites