lukemax 0 Posted November 26, 2003 Hi The problem with my Retrival ship is i put it into res/addons load up and it bombs out! There is also a retrial cargo versian underneath! Any ideas? Contact me at Luke.steel@btinternet.com for more info or if u need the model Thanks Luke // 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 ST_retship { units[] = {ST_rs}; weapons[] = {}; requiredVersion = 1.90; }; }; class CfgModels { class Default { sections[] = {}; sectionsInherit=""; }; class Air: AllVehicles {}; class Plane: Air {}; class ST_rs: Plane { sectionsInherit="Vehicle"; sections[]={"zasleh"}; }; class ST_rscargo: ST_rs { sectionsInherit="Vehicle"; sections[]={"zasleh"}; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Air: AllVehicles {}; class Plane: Air {}; class ST_retship: Plane { scope=public; crew = SoldierWPilot; vehicleClass="Starship Troopers MOD"; icon="\ST_retship\drpicon.paa"; picture="\ST_retship\drpicon1.paa.paa"; side =TWest; displayName="ST_retship"; 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 = 10; typicalCargo[]={}; ejectSpeed[]={0,0,0}; getInRadius=3.0; preferRoads=false; nightVision=true; driverAction = ManActA10Pilot; maxSpeed = 750; soundEngine[]={"\ST_retship\engine.wav",db+10,1}; soundEnviron[]={"\ST_retship\engine.wav",1,1}; armor=700; cost=20000; model="\ST_retship\rs.p3d"; fov=0.5; type=VAir; //threat[] VSoft, VArmor, VAir threat[]={1.0, 0.8, 1.0}; class eventhandlers { init = [_this select 0] exec "\ST_retship\VTOL.sqs" }; }; class Animations { class door1 { type="rotation"; animPeriod=5; selection="door1"; axis="axisdoor1"; angle0=0; angle1=1.6; }; class door2 { type="rotation"; animPeriod=5; selection="door2"; axis="axisdoor2"; angle0=0; angle1=-1.6; }; class canopy { type="rotation"; animPeriod=5; selection="canopy"; axis="axiscanopy"; angle0=0; angle1=-1.0; }; }; class UserActions { class Opendoor1 { displayName="Lower Ramp"; position="pos_door1"; radius=8.000000; condition="this animationPhase ""door1"" < 0.5"; statement="this animate [""door1"", 1]"; }; class Closedoor1 { displayName="Raise Ramp"; position="pos_door1"; radius=8.000000; condition="this animationPhase ""door1"" >= 0.5"; statement="this animate [""door1"", 0]"; }; class Opendoor2 { displayName="Lower Ramp"; position="pos_door2"; radius=8.000000; condition="this animationPhase ""door2"" < 0.5"; statement="this animate [""door2"", 1]"; }; class Closedoor2 { displayName="Raise Ramp"; position="pos_door2"; radius=8.000000; condition="this animationPhase ""door2"" >= 0.5"; statement="this animate [""door2"", 0]"; }; class Opencanopy { displayName="Open Canopy"; position="pos_canopy"; radius=8.000000; condition="this animationPhase ""canopy"" < 0.5"; statement="this animate [""canopy"", 1]"; }; class Closecanopy { displayName="Close Canopy"; position="pos_canopy"; radius=8.000000; condition="this animationPhase ""canopy"" >= 0.5"; statement="this animate [""canopy"", 0]"; }; }; } Here is the Retrival cargo bit! // 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 ST_rscargo { units[] = {ST_rscargo}; weapons[] = {}; requiredVersion = 1.90; }; }; class CfgModels { class Default { sections[] = {}; sectionsInherit=""; }; class Air: AllVehicles {}; class Plane: Air {}; class ST_rs: Plane { sectionsInherit="Vehicle"; sections[]={"zasleh"}; }; class vag_rscargo: ST_rs { sectionsInherit="Vehicle"; sections[]={"zasleh"}; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Air: AllVehicles {}; class Plane: Air {}; class ST_rscargo: Plane { scope=public; crew = SoldierWPilot; vehicleClass="Starship Troopers MOD"; icon="\ST_rscargo\drpicon.paa"; picture="\ST_rscargo\drpicon1.paa.paa"; side =TWest; displayName="ST_rscargo"; 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; preferRoads=false; nightVision=true; driverAction = ManActA10Pilot; maxSpeed = 750; soundEngine[]={"\ST_rscargo\engine.wav",db+10,1}; soundEnviron[]={"\ST_rscargo\engine.wav",1,1}; armor=700; cost=20000; model="\ST_rscargo\veship.p3d"; fov=0.5; type=VAir; //threat[] VSoft, VArmor, VAir threat[]={1.0, 0.8, 1.0}; class eventhandlers { init = [_this select 0] exec "\ST_rscargo\VTOL.sqs" }; }; class Animations { class barrier { type="rotation"; animPeriod=5; selection="barrier"; axis="axisbarrier"; angle0=0; angle1=1.8; }; class canopy { type="rotation"; animPeriod=5; selection="canopy"; axis="axiscanopy"; angle0=0; angle1=-1.0; }; }; class UserActions { class Openbarrier { displayName="Lower Barrier"; position="pos_barrier"; radius=8.000000; condition="this animationPhase ""barrier"" < 0.5"; statement="this animate [""barrier"", 1]"; }; class Closebarrier { displayName="Raise Barrier"; position="pos_barrier"; radius=8.000000; condition="this animationPhase ""barrier"" >= 0.5"; statement="this animate [""barrier"", 0]"; }; class Opencanopy { displayName="Open Canopy"; position="pos_canopy"; radius=8.000000; condition="this animationPhase ""canopy"" < 0.5"; statement="this animate [""canopy"", 1]"; }; class Closecanopy { displayName="Close Canopy"; position="pos_canopy"; radius=8.000000; condition="this animationPhase ""canopy"" >= 0.5"; statement="this animate [""canopy"", 0]"; }; }; } } Share this post Link to post Share on other sites
Footmunch 0 Posted November 27, 2003 Let's define: 1) The MOD name ( = STMod) 2) The Addon name ( = STRetShip) 3) The p3d file name ( = STRetShipMesh) The main class in CfgPatches should be (1). The units array should then contain the _addon_ name (2). The class defined in CfgModels has to have the name of the p3d file (3) - _not_ the addon or mod name. The class defined in CfgVehicles is the addon name (2). The line 'model=' in that class should be the p3d file name (3). The mesh file, textures, cpp and scripts should be in a directory called (2). Share this post Link to post Share on other sites