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SWIFT88

SetObjectTexture and Animations?

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i was just wondering if it is possible to add a setobject texture into a Animation.sqs

like this for instance

_Samaritan5 = _this select 0

_Samaritan5 animate ["TiltBottom", 0]

_Samaritan5 animate ["TiltBottom2",0]

_Samaritan5 setobjecttexture [4,""]

_Samaritan5 setobjecttexture [5,""]

i keep getting an error problem so was just wondering if its possible

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it is you might ve done sth wrong within the cfg

which is causing problems

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Quote[/b] ]//Model+Texture Of Samaritan JTEC

//Model+Texture of Other CVRT's SWIFT88

//Model Parts (lights etc) JTEC

//Config by Swift88

//Special thanks to:

//

#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

#define private 0

#define protected 1

#define public 2

class CfgModels

{

class Default {};

class Vehicle: Default {};

class Tank: Vehicle {};

class pukf_samaritan: Tank

{

sectionsInherit="Tank";

sections[]={Number1,Number2,Number3,Number4,FrontC,RearC};

};

};

class CfgPatches

{

class Samaritan5

{

units[] = {UKF_Samaritan};

requiredVersion = 1.91;

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Land: AllVehicles {};

class LandVehicle: Land {};

class Tank: LandVehicle {};

class APC: Tank {};

class CVRT: APC{};

class UKF_Samaritan: CVRT

{

accuracy=1000; // never recognized

vehicleClass="UKF Armoured Vehicles";

icon="Ambulance_move";

nameSound="ambulance";

picture=ibmp_abu; // This will need changing

side=1;

hasgunner=0;

canFloat=false;

scope=public;

displayName="FV104 Samaritan Ambulance";

attendant = true;

//class TransportMagazines {};

hiddenSelections[]={Number1,Number2,Number3,Number4,FrontC,RearC};

maxSpeed = 72.5;

hasCommander= True;

transportSoldier= 6;

crew="SoldierW"; // Change to UKF Crew

soundServo[]={Vehicles\gun_elevate,db-40,0.4};

soundEngine[]={"\UKF_CVRT\sounds\new_engine.wss",db+0,1};

soundEnviron[]={"Vehicles\ModernRolling_Treads1",0.031623,1.1};

model="\Samaritan 5\pukf_samaritan.p3d";

weapons[]={};

magazines[]={};

driverAction="ManActM2a2driver";

CommanderAction="ManActT72commanderOut";

driverInAction="ManActT72driver";

CommanderInAction="ManActBMPcommander";

minGunTurn=-6;

type=VSoft;

//threat[] VSoft, VArmor, VAir

threat[]={0.0, 0.0, 0.0};

cargoAction[] =

{

ManActM113Medic, ManActM113Medic, ManActM113Injured, ManActM113Injured

}; // Add edit entries for all 6 cargo actions

cargoIsCoDriver[] = {false,false};

class HatchCommander

{

selection="poklop_commander";

axis="osa_poklop_commander";

angle=-150;

};

class HatchDriver

{

selection="poklop_driver";

axis="osa_poklop_driver";

angle=-180;

};

class IndicatorSpeed

{

selection = "ukaz_rychlo";

axis = "osa_rychlo";

angle = 270;

min = 0;

max = 75 / 3.6;

};

class IndicatorRPM

{

selection = "ukaz_rpm";

axis = "osa_rpm";

angle = 250;

min = 0;

max = 1;

};

class ComTurret

{

turretAxis="OsaVelitele";

gunAxis="OsaHlavneVelitele";

soundServo[]={""};

gunBeg="usti hlavne";

gunEnd="konec hlavne";

minElev=-4;

maxElev=4;

minTurn=-360;

maxTurn=360;

body="OtocVelitele";

gun="OtocHlavenVelitele";

};

class Reflectors

{

class Left

{

color[]={0.900000,0.800000,0.800000,1.000000};

ambient[]= {0.100000,0.100000,0.100000,1.000000};

position="svetlo L";

direction="konec L svetla";

hitpoint="svetlo PL";

selection="svetlo L";

size=0.500000;

brightness=0.250000;

};

class Right

{

color[]={0.900000,0.800000,0.800000,1.000000};

ambient[]={0.100000,0.100000,0.100000,1.000000};

position="svetlo P";

direction="konec P svetla";

hitpoint="svetlo PP";

selection="svetlo P";

size=0.500000;

brightness=0.250000;

};

// class Top

// {

// color[]={0.900000,0.800000,0.800000,1.000000};

// ambient[]={0.100000,0.100000,0.100000,1.000000};

// position="svetlo T";

// direction="konec T svetla";

// hitpoint="svetlo T";

// selection="svetlo T";

// size=0.500000;

// brightness=0.250000;

// };

};

class Animations

{

class TiltBottom

{

type="rotation";

animPeriod=2;

selection="Flap1";

axis="osa Tilt";

angle0=0;

angle1=-0.087265;

};

class TiltBottom2

{

type="rotation";

animPeriod=2;

selection="Flap2";

axis="osa Tilt2";

angle0=0;

angle1=0.087265;

};

class TiltBottom3

{

type="rotation";

animPeriod=2;

selection="Flap3";

axis="osa Tilt3";

angle0=0;

angle1=-0.087265;

};

class TiltBottom4

{

type="rotation";

animPeriod=2;

selection="Flap4";

axis="osa Tilt4";

angle0=0;

angle1=0.087265;

};

class cargodoor

{

type=rotation;

animperiod=3.1;

selection=door;

axis=osa_d;

angle0=0;

angle1=1.50;

};

};

class UserActions

{

class LowerTilt

{

displayName="Lower Covers";

position="commanderview";

radius=1.5

condition="isengineon this";

statement="this exec {\samaritan 5\FlapD.sqs}";

};

class LiftTilt

{

displayName="Raise Covers";

position="commanderview";

radius=1.5

condition="this animationPhase {TiltBottom} ==1";

statement = "[this, 0] exec ""\Samaritan 5\Flaps_up.sqs""";

};

class OpenCargoDoor

{

displayName="Open Cargo Door";

position="pos_cargo";

radius=8.000000;

condition="this animationPhase""cargodoor""<0.5";

statement="this animate[""cargodoor"",1];this say""door""";

};

class CloseCargoDoor

{

displayName="Close Cargo Door";

position="pos_cargo";

radius=8.000000;

condition="this animationPhase""cargodoor"">=0.5";

statement="this animate[""cargodoor"",0];this say ""door""";

};

};

};

no idea... all looks fine to me

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Guest RKSL-Rock

Whats the error you are getting?

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the error flicks up for 1 sec and disappears so i cant actually get a glipse of what the error is!!!

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It's _definitely_ possible. I'm not sure this is the problem, but try putting the selection names in quotes:

sections[] = {"Num1", "Num2", "Num3"...

And do the same in hiddenSelections as well.

Also, try putting a line like

player globalchat format["%1", _samaritan5]

into the sqs file to make sure that the object reference is well defined.

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the error flicks up for 1 sec and disappears so i cant actually get a glipse of what the error is!!!

If you run dxdll, print screen as many times as you can, you should get a shot of the error message, and then be able to work from there. smile_o.gif

Smiley

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