Prodeath21 5 Posted January 4, 2021 Hey guys, I have created several buildings and objects to use them on my terrain. After placing them with the terrain builder and exporting them ingame, the doors are not working anymore. No scroll option either. In EDEN everything is working perfect! Here´s my object class and model.cfg class CfgVehicles { class Static; class PDE_larmschutz_tur : Static { author = "Prodeath21"; displayName = "$STR_PDE_larmschutz_tur"; scope = 2; scopecurator = 2; model = "\projekt_deutschland_structures\larmschutz\larmschutz_tur.p3d"; icon = "iconObject_4x1"; editorCategory = "PDE_Addon"; editorSubcategory = "PDE_larmschutz"; editorPreview = "\projekt_deutschland_structures\larmschutz\icons\preview_PDE_larmschutz_tur.jpg"; class AnimationSources { class Door_1_sound_source { source = "user"; initPhase = 0; animPeriod = 1; sound = "MetalOldDoorsSound"; //From: A3\sounds_f\config.cpp soundPosition = "Door_1_trigger"; }; class Door_1_noSound_source { source = "user"; initPhase = 0; animPeriod = 1; }; class Door_1_locked_source { source = "user"; initPhase = 0; animPeriod = 0.80000001; }; }; class UserActions { class OpenDoor { displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; displayName = "$STR_DN_OUT_O_DOOR"; position = "Door_1_trigger"; priority = 1; actionNamedSel = "door"; radius = 2; aiMaxRange = 5.25; onlyForPlayer = 0; condition = "((this animationSourcePhase 'Door_1_sound_source') < 0.5) && (cameraOn isKindOf 'CAManBase')"; statement = "([this, 1, 1] call BIS_fnc_Door)"; }; class CloseDoor: OpenDoor { displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; displayName = "$STR_DN_OUT_C_DOOR"; priority = 1; condition = "((this animationSourcePhase 'Door_1_sound_source') >= 0.5) && ((this getVariable ['bis_disabled_Door_1', 0]) != 1) && (cameraOn isKindOf 'CAManBase')"; statement = "([this, 1, 0] call BIS_fnc_Door)"; }; }; }; }; My P3D name: "larmschutz_tur.p3d" class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class PDE_larmschutz_sceleton: Default { skeletonInherit = "Default"; skeletonBones[]= { "", "" }; }; class PDE_larmschutz_tur_sceleton: Default { skeletonInherit = "Default"; skeletonBones[]= { "door", "" }; }; }; class CfgModels { class Default { skeletonName=""; sections[]={}; sectionsInherit=""; }; class larmschutz: Default { skeletonName="PDE_larmschutz_sceleton"; sections[]={""}; sectionsInherit=""; }; class larmschutz_tur: larmschutz { skeletonName="PDE_larmschutz_tur_sceleton"; sections[]={""}; class Animations { class Door_1 { type = rotation; source = Door_1_sound_source; selection = door; axis = door_axis; memory = 1; minValue = 0.1; maxValue = 1; angle0 = 0; angle1 = (rad 80); }; }; }; }; In the Geometry LOD I added the propertys "class = building", "map = wall" I allready tryed for 2 weeks without a solution... Thx for your help! :) Share this post Link to post Share on other sites
m1lkm8n 410 Posted January 4, 2021 Shot in the dark....you are not using pboproject to pack your addon are you? Share this post Link to post Share on other sites
Prodeath21 5 Posted January 4, 2021 I am using mikeros 🙂 1 Share this post Link to post Share on other sites
m1lkm8n 410 Posted January 4, 2021 7 minutes ago, Prodeath21 said: I am using mikeros 🙂 ok well that takes one thing out of the equation. Good. Try inheriting from class house_f instead of static. class House; class House_F: House { class DestructionEffects; }; class Ruins_F; class Land_PDE_larmschutz_tur : House_F { ect..... edit...you need the land_ xxx for the animations to work Share this post Link to post Share on other sites
Prodeath21 5 Posted January 4, 2021 Okay will try that, will take some time. Thank you! 1 Share this post Link to post Share on other sites
Prodeath21 5 Posted January 12, 2021 Solution: Hey, I added the class´s you mentioned above, but it was still not working. In the end I found out, that > vehicleClass = "Structures"; < was missing. After adding it everything was working. Here´s my final config: class CfgVehicles { class House; class House_F: House { class DestructionEffects; }; class Ruins_F; class Land_PDE_larmschutz_tur : House_F { author = "Prodeath21"; displayName = "$STR_PDE_larmschutz_tur"; scope = 2; scopecurator = 2; model = "\projekt_deutschland_structures\larmschutz\PDE_larmschutz_tur.p3d"; icon = "iconObject_4x1"; editorCategory = "PDE_Addon"; editorSubcategory = "PDE_larmschutz"; editorPreview = "\projekt_deutschland_structures\larmschutz\icons\preview_PDE_larmschutz_tur.jpg"; vehicleClass = "Structures"; //NEW class AnimationSources { class Door_1_sound_source { source = "user"; initPhase = 0; animPeriod = 1; sound = "MetalOldDoorsSound"; //From: A3\sounds_f\config.cpp soundPosition = "Door_1_trigger"; }; class Door_1_noSound_source { source = "user"; initPhase = 0; animPeriod = 1; }; class Door_1_locked_source { source = "user"; initPhase = 0; animPeriod = 0.80000001; }; }; class UserActions { class OpenDoor { displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; displayName = "$STR_DN_OUT_O_DOOR"; position = "Door_1_trigger"; priority = 1; actionNamedSel = "door"; radius = 2; aiMaxRange = 5.25; onlyForPlayer = 0; condition = "((this animationSourcePhase 'Door_1_sound_source') < 0.5) && (cameraOn isKindOf 'CAManBase')"; statement = "([this, 1, 1] call BIS_fnc_Door)"; }; class CloseDoor: OpenDoor { displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; displayName = "$STR_DN_OUT_C_DOOR"; priority = 1; condition = "((this animationSourcePhase 'Door_1_sound_source') >= 0.5) && ((this getVariable ['bis_disabled_Door_1', 0]) != 1) && (cameraOn isKindOf 'CAManBase')"; statement = "([this, 1, 0] call BIS_fnc_Door)"; }; }; }; }; Thanks for your help! Share this post Link to post Share on other sites