lukemax 0 Posted November 26, 2003 Hi The problem with my Dropship is that i have the animations in but ingame it dosnt work the actual model used to be a helicopter so when i changed it the pilots were way above the canopy but i fixed it and now the animations arent working Any ideas? Contact me at Luke.steel@btinternet.com for more info or if u need the model // 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 class CfgPatches { class Dropship { units[] = {}; weapons[] = {}; requiredVersion = 1.75; }; }; class CfgAmmo { class Default {}; class AT3: Default {}; class Hellfire: AT3 {}; class Maverick: Hellfire {}; class SSAAM : Maverick { hit=1150;indirectHit=700;indirectHitRange=6.5; minRange=30;minRangeProbab=0.99; midRange=2000;midRangeProbab=0.99; maxRange=10000;maxRangeProbab=0.99; soundHit[]={\LaserGuided\expl2,db50,1}; airLock = true; model = "\dropship\SSAAM.p3d"; proxyShape ="\dropship\SSAAM.p3d"; maxControlRange=10000; maneuvrability=15.0; maxSpeed=2000; thrustTime=5.5; inittime=0.2; thrust=2000; simulation=shotmissile; recoil=maingun; sideAirFriction=0.002; cost=10000; visibleFire=12; audibleFire=2; visibleFireTime=2; }; class BulletSingle: default {}; class ExplosiveBullet: BulletSingle {}; class Bullet30: ExplosiveBullet {}; class Pulse1: Bullet30 { airLock=true; hit=800; indirectHit=400; indirectHitRange=6.5; minRange=5;minRangeProbab=0.90; midRange=450;midRangeProbab=0.99; maxRange=1500;maxRangeProbab=0.55; cost=1; soundHit[]={\LaserGuided\expl2,db50,1}; tracerColor[]={0.000000,1.000000,1.000000,1.000000}; tracerColorR[]={0.000000,1.000000,1.000000,1.000000}; }; }; class CfgWeapons { class Default {}; class LAWLauncher: Default {}; class CarlGustavLauncher : LAWLauncher {}; class AT3Launcher: CarlGustavLauncher {}; class HellfireLauncher: AT3Launcher {}; class MaverickLauncher: HellfireLauncher {}; class SSAAM: MaverickLauncher { model = "\dropship\SSAAM.p3d"; proxyShape ="\dropship\SSAAM.p3d"; modelOptics=""; picture=""; optics=1; magazineReloadTime=3; displayName="SSAAM"; displayNameMagazine="SSAAM"; shortNameMagazine="SSAAM"; drySound[]={,0.010000,1}; magazines[]={"SSAAM"}; ammo=SSAAM; count=12; canLock = 2; reloadTime=1; aiRateOfFire=5.00; aiRateOfFireDistance=10000; initSpeed=0; maxLeadSpeed=3000; }; class MGun: default{}; class MachineGun7_6: MGun{}; class Pulse_Gun: MachineGun7_6 { displayName="Pulse Gun"; displayNameMagazine="Pulse Ammo"; shortNameMagazine="Pulse Gun"; nameSound="shell"; ammo="Pulse1"; count=1500; canLock = 2; multiplier=1 reloadTime=0.250; soundContinuous=false; initSpeed=900; sound[]={"\dropshop\impblast.wav",db+20,1}; reloadSound[]={"Weapons\reload",0.000316,1}; drySound[]={"weapons\M16dry",0.003162,1}; flash=gunfire; flashSize=12.000000; maxLeadSpeed=900; aiRateOfFire=0.020; aiRateOfFireDistance=10000; autoFire=1; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Air: AllVehicles {}; class Plane: Air {}; class dropship: Plane { scope=public; crew = SoldierWPilot; vehicleClass="Starship Troopers MOD"; icon="\dropship\drpicon.paa"; picture="\dropship\drpicon1.paa.paa"; side =TWest; displayName="Dropship"; nameSound="plane"; accuracy=200; flapsFrictionCoef = 0.00; wheelSteeringSensitivity = 400.0; sensitivity=5; irTarget=1; irScanRange=4000; irScanGround=1; noseDownCoef = 0; precision=500; brakeDistance=0.1; aileronSensitivity = 0.8; // relative aileron sensitivity elevatorSensitivity = 1.2; // relative elevator sensitivity steerAheadSimul=0.1; steerAheadPlan=0.2; hasDriver =1; driverIsCommander=true; hasGunner=1; driverCanSee=CanSeeAll; gunnerOpticsModel = "optika_heli_gunner"; insideSoundCoef = 0.5; cargoAction[]={ManActCessnaPilot,ManActCargo}; transportSoldier = 24; typicalCargo[]={}; ejectSpeed[]={0,0,0}; getInRadius=3.0; preferRoads=false; nightVision=true; driverAction = ManActA10Pilot; maxSpeed = 750; soundEngine[]={"\dropship\dropship.wav",db+10,1}; soundEnviron[]={"\dropship\dropship.wav",1,1}; weapons[]={Pulse_gun,SSAAM,Rocket57x64,}; magazines[]={Pulse_gun,SSAAM,Rocket57x64,}; armor=700; cost=20000; model="\dropship\ds2.p3d"; fov=0.5; type=VAir; //threat[] VSoft, VArmor, VAir threat[]={1.0, 0.8, 1.0}; class eventhandlers { init = [_this select 0] exec "\dropship\VTOL.sqs" }; }; } class TurretBase { gunAxis="OsaHlavne"; turretAxis="OsaVeze"; gunBeg="usti hlavne"; gunEnd="konec hlavne"; soundServo[]={}; minElev=-15; maxElev=+20; minTurn=-40; maxTurn=+40; body="OtocVez"; gun="OtocHlaven"; }; class Turret: TurretBase { }; threat[]={0.900000,0.900000,1}; animated=1; class Reflectors { class Left { color[] = {0.9, 0.8, 0.8, 1.0}; ambient[] = {0.1, 0.1, 0.1, 1.0}; position = "L svetlo"; direction = "konec L svetla"; hitpoint = "L svetlo"; selection = "L svetlo"; size = 0.1; brightness = 0.4; }; }; class Animations { class thegear { type="rotation"; animPeriod=3; selection="thegear"; axis="gearaxis"; angle0=0.000000; angle1=-0.0500; }; class backramp { type="rotation"; animPeriod=3; selection="backramp"; axis="axisbackramp"; angle0=0; angle1=1.361352; }; class thegear1 { type="rotation"; animPeriod=3; selection="thegear1"; axis="gearaxis1"; angle0=0.000000; angle1=1.221726; }; class thegear2 { type="rotation"; animPeriod=3; selection="thegear2"; axis="gearaxis2"; angle0=0.000000; angle1=1.221726; }; }; class UserActions { class LandingGearup { displayName="Gear up"; position="doors"; radius=25.5; condition="this animationPhase ""thegear"" < 0.05"; statement="this animate [""thegear"", 1]"; }; class LandingGeardown { displayName="Gear down"; position="doors"; radius=25.5; condition="this animationPhase ""thegear"" >= 0.05"; statement="this animate [""thegear"", 0]"; }; class OpenDoors1 { displayName="Open Ramp" position="axisbackramp"; radius=15.5; condition="this animationPhase ""backramp"" < 0.05"; statement="this animate [""backramp"", 1]"; }; class CloseDoors1 { displayName="Close Ramp"; position="axisbackramp"; radius=18100; condition="this animationPhase ""backramp"" >= 0.5 and player distance this < 20"; statement="this animate [""backramp"", 0]"; }; class LandingGearup1 { displayName="Thuster 1 Back"; position="doors"; radius=25.5; condition="this animationPhase ""thegear1"" < 0.05"; statement="this animate [""thegear1"", 1]"; }; class LandingGeardown1 { displayName="Thuster 1 Froward"; position="doors"; radius=25.5; condition="this animationPhase ""thegear1"" >= 0.05"; statement="this animate [""thegear1"", 0]"; }; class LandingGearup2 { displayName="Thuster 2 Back"; position="doors"; radius=25.5; condition="this animationPhase ""thegear2"" < 0.05"; statement="this animate [""thegear2"", 1]"; }; class LandingGeardown2 { displayName="Thuster 2 Froward"; position="doors"; radius=25.5; condition="this animationPhase ""thegear2"" >= 0.05"; statement="this animate [""thegear2"", 0]"; }; } Share this post Link to post Share on other sites
Eviscerator 0 Posted November 26, 2003 This is not the config forum (which you seem to forget quite often). Share this post Link to post Share on other sites
BraTTy 0 Posted November 26, 2003 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class eventhandlers { init = [_this select 0] exec "\dropship\VTOL.sqs" }; }; }    class TurretBase  {    gunAxis="OsaHlavne";    turretAxis="OsaVeze";    gunBeg="usti hlavne";    gunEnd="konec hlavne";    soundServo[]={};    minElev=-15; maxElev=+20;    minTurn=-40; maxTurn=+40;    body="OtocVez";    gun="OtocHlaven";  };  class Turret: TurretBase  {  }; threat[]={0.900000,0.900000,1}; animated=1; class Reflectors { class Left { color[] = {0.9, 0.8, 0.8, 1.0}; ambient[] = {0.1, 0.1, 0.1, 1.0}; position = "L svetlo"; direction = "konec L svetla"; hitpoint = "L svetlo"; selection = "L svetlo"; size = 0.1; brightness = 0.4; }; };    class Animations {    class thegear {    type="rotation";    animPeriod=3;    selection="thegear";    axis="gearaxis";    angle0=0.000000;    angle1=-0.0500; };    class backramp {    type="rotation";    animPeriod=3;    selection="backramp";    axis="axisbackramp";    angle0=0;    angle1=1.361352; };    class thegear1 {    type="rotation";    animPeriod=3;    selection="thegear1";    axis="gearaxis1";    angle0=0.000000;    angle1=1.221726; };    class thegear2 {    type="rotation";    animPeriod=3;    selection="thegear2";    axis="gearaxis2";    angle0=0.000000;    angle1=1.221726; }; };    class UserActions {    class LandingGearup {    displayName="Gear up";    position="doors";    radius=25.5;    condition="this animationPhase ""thegear"" < 0.05";    statement="this animate [""thegear"", 1]"; };    class LandingGeardown {    displayName="Gear down";    position="doors";    radius=25.5;    condition="this animationPhase ""thegear"" >= 0.05";    statement="this animate [""thegear"", 0]"; };    class OpenDoors1 {    displayName="Open Ramp"    position="axisbackramp";    radius=15.5;    condition="this animationPhase ""backramp"" < 0.05";    statement="this animate [""backramp"", 1]"; };    class CloseDoors1 {    displayName="Close Ramp";    position="axisbackramp";    radius=18100;    condition="this animationPhase ""backramp"" >= 0.5 and player distance this < 20";    statement="this animate [""backramp"", 0]"; };    class LandingGearup1 {    displayName="Thuster 1 Back";    position="doors";    radius=25.5;    condition="this animationPhase ""thegear1"" < 0.05";    statement="this animate [""thegear1"", 1]"; };    class LandingGeardown1 {    displayName="Thuster 1 Froward";    position="doors";    radius=25.5;    condition="this animationPhase ""thegear1"" >= 0.05";    statement="this animate [""thegear1"", 0]"; };    class LandingGearup2 {    displayName="Thuster 2 Back";    position="doors";    radius=25.5;    condition="this animationPhase ""thegear2"" < 0.05";    statement="this animate [""thegear2"", 1]"; };    class LandingGeardown2 {    displayName="Thuster 2 Froward";    position="doors";    radius=25.5;    condition="this animationPhase ""thegear2"" >= 0.05";    statement="this animate [""thegear2"", 0]"; }; } Whassat } after your eventhandlers? And I think you have an extra }; and thats closing your cfgvehicles and nothing after the eventhandlers is working ,right? The turret doesn't work of course because it's a plane,but the useractions arean't showing either are they? Share this post Link to post Share on other sites
Eviscerator 0 Posted November 26, 2003 Which 1 is? The one called 'Addon Config and Scripting' surprisingly enough. Share this post Link to post Share on other sites
hardrock 1 Posted November 26, 2003 Get sure if every animated selection is used only by ONE animation Does the axis exist in Memory LOD? Those are the only things I can tell you .... Share this post Link to post Share on other sites
lukemax 0 Posted November 26, 2003 I fixed it! Thanks ever so much BraTTy! Thanks Share this post Link to post Share on other sites