JuuRanium1 0 Posted August 31, 2020 Hello! I have a problem modelling my door. I see the user action, so the trigger works. But the animation doesn't do anything. Could someone check my code and see if I am making some stupid mistake?? Config: class CfgPatches { class A3_MyAddon { units[]= { "" }; weapons[]= { }; requiredVersion=0.1; }; }; class CfgVehicles { class House; class TestObject : House { scope = 2; model = "\Objects\TestObject.p3d"; placement = vertical; mapSize = 20; displayName = "Test"; author = "ISOC - Epic"; cost = 0; armor = 5000; class AnimationSources { // Animation sources for doors class door_01_source { source = user; // "user" = custom source = not controlled by some engine value initPhase = 0; // Initial value of animations based on this source animPeriod = 1; // Coefficient for duration of change of this animation }; }; class UserActions { class OpenDoor_01 { displayName = "Open Door"; // Label of the action used in the action menu itself. position = door_01_trigger; // Point in Memory lod in p3d around which the action is available. priority = 0.4; // Priority coefficient used for sorting action in the action menu. radius = 5; // Range around the above defined point in which you need to be to access the action. onlyForPlayer = false; // Defines if the action is available only to players or AI as well. condition = "this animationSourcePhase ""door_01_rot"" == 0"; statement = "this animate [""door_01"",1]"; }; class CloseDoor_01: OpenDoor_01 { displayName = "Close Door"; priority = 0.2; condition = "this animationSourcePhase ""door_01_rot"" == 1"; statement = "this animate [""door_01"",0]"; }; }; actionBegin1 = OpenDoor_01; actionEnd1 = OpenDoor_01; numberOfDoors = 1; }; }; Model: class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class TestObject_Skeleton: Default { skeletonInherit = "Default"; skeletonBones[] = { "door_01", "", }; }; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class TestObject: Default { skeletonName = "TestObject_Skeleton"; class Animations { class door_01_rot { type = rotation; source = door_01_source; // Controler defined in class AnimationSources in config.cpp. selection = door_01; // Selection from p3d that also has to be defined as a bone in this model`s skeleton. axis = door_01_axis; // Axis of the rotation. memory = 1; minValue = 0; // Value of the controller at which the rotation will be angle0 maxValue = 1; // Value of the controller at which the rotation will be angle1 angle0 = 0; angle1 = (rad 110); }; }; }; }; }; Share this post Link to post Share on other sites
Walkero0 15 Posted October 30, 2020 try this on open door : condition = ((this animationSourcePhase 'door_01') < 0.5); statement = this animateSource ["door_01",1]; this on close door: condition = ((this animationSourcePhase 'door_01') >= 0.5); statement = this animateSource ["door_01",0]; and make shure that you have the door selections right in all lods, especially with geometry lod Share this post Link to post Share on other sites