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Samu_ofp

Problems with config.cpp

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Hello,

 I left the OFP community some years ago, but now I want to start modelling another time. I'm trying to configure a simple car, but i have problems with the config.cpp, with the CfgSkeletons and CfgModels. The car is the one from Brsseb olds tutorials (can someone adapt this tutorials to ARMA, please), and I have make all the selections like in OFP. I have made a config, and it was working before adding the CfgSkeletons..., but I have added this, and changed other things, and now the car doesn't appears in the mission editor.  icon_rolleyes.gif  I'm getting crazy with it, so if someone can help me...

This is the config:

Quote[/b] ]

class CfgPatches

{

    class firstcar

    {

        units[] = {firstcar};

        weapons[] = {};

        requiredVersion = 1.0;

    };

};

class CfgVehicleClasses

{

class firstcar

{

displayName = "firstcar"

};

};

class CfgSkeletons

{

class Car;

class firstcar : Car

{

isDiscrete = 1;

skeletonInherit = "";

skeletonBones[] = {"pravy predni","","pravy zadni","","levy predni","","levy zadni","","volant",""};

};

};

class CfgModels

{

class Car;

class firstcar: Car

{

sectionsInherit = "";

sections[] = {"pravy predni","pravy zadni","levy predni","levy zadni","volant"};

skeletonName = "firstcar";

class Animations

{

class firstcarFrontWheelR

{

type = "rotationX";

source = "wheel";

selection = "pravy predni";

axis = "";

memory = "true";

sourceAddress = "loop";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = "rad -360";

};

class firstcarFrontWheelL

{

type = "rotationX";

source = "wheel";

selection = "levy predni";

axis = "";

memory = "true";

sourceAddress = "loop";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = "rad -360";

};

class firstcarRearWheelR

{

type = "rotationX";

source = "wheel";

selection = "pravy zadni";

axis = "";

memory = "true";

sourceAddress = "loop";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = "rad -360";

};

class firstcarRearWheelL

{

type = "rotationX";

source = "wheel";

selection = "levy zadni";

axis = "";

memory = "true";

sourceAddress = "loop";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = "rad -360";

};

class firstcarFrontWheelRTurn

{

type = "rotationY";

source = "drivingWheel";

selection = "pravy predni";

axis = "";

memory = "true";

sourceAddress = "clamp";

minValue = -1;

maxValue = 1;

angle0 = "rad 35";

angle1 = "rad -35";

};

class firstcarFrontWheelLTurn

{

type = "rotationY";

source = "drivingWheel";

selection = "levy predni";

axis = "";

memory = "true";

sourceAddress = "clamp";

minValue = -1;

maxValue = 1;

angle0 = "rad 35";

angle1 = "rad -35";

};

class firstcarDrivingWheel

{

type = "rotation";

source = "drivingWheel";

selection = "volant";

axis = "osavolantkon";

memory = "false";

angle0 = "rad 180";

angle1 = "rad -180";

minValue = -1;

maxValue = 1;

};

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Land: AllVehicles {};

class LandVehicle: Land {};

class Car: LandVehicle {};

class SkodaBase: Car {};

class car_sedan: SkodaBase {};

class firstcar: car_sedan

{

vehicleClass = "firstcar";

               displayName="firstcar";

model= \firstcar\firstcar;

side=3;

crew="Civilian4";

maxSpeed=300;

               transportSoldier=0;

};

}

Thanks in advance.

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class CfgModels has a missing };

and the last line has a missing ;

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches

{

class firstcar

{

units[] = {firstcar};

weapons[] = {};

requiredVersion = 1.0;

};

};

class CfgVehicleClasses

{

class firstcar

{

displayName = "firstcar"

};

};

class CfgSkeletons

{

class Car;

class firstcar : Car

{

isDiscrete = 1;

skeletonInherit = "";

skeletonBones[] = {"pravy predni","","pravy zadni","","levy predni","","levy zadni","","volant",""};

};

};

class CfgModels

{

class Car;

class firstcar: Car

{

sectionsInherit = "";

sections[] = {"pravy predni","pravy zadni","levy predni","levy zadni","volant"};

skeletonName = "firstcar";

class Animations

{

class firstcarFrontWheelR

{

type = "rotationX";

source = "wheel";

selection = "pravy predni";

axis = "";

memory = "true";

sourceAddress = "loop";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = "rad -360";

};

class firstcarFrontWheelL

{

type = "rotationX";

source = "wheel";

selection = "levy predni";

axis = "";

memory = "true";

sourceAddress = "loop";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = "rad -360";

};

class firstcarRearWheelR

{

type = "rotationX";

source = "wheel";

selection = "pravy zadni";

axis = "";

memory = "true";

sourceAddress = "loop";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = "rad -360";

};

class firstcarRearWheelL

{

type = "rotationX";

source = "wheel";

selection = "levy zadni";

axis = "";

memory = "true";

sourceAddress = "loop";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = "rad -360";

};

class firstcarFrontWheelRTurn

{

type = "rotationY";

source = "drivingWheel";

selection = "pravy predni";

axis = "";

memory = "true";

sourceAddress = "clamp";

minValue = -1;

maxValue = 1;

angle0 = "rad 35";

angle1 = "rad -35";

};

class firstcarFrontWheelLTurn

{

type = "rotationY";

source = "drivingWheel";

selection = "levy predni";

axis = "";

memory = "true";

sourceAddress = "clamp";

minValue = -1;

maxValue = 1;

angle0 = "rad 35";

angle1 = "rad -35";

};

class firstcarDrivingWheel

{

type = "rotation";

source = "drivingWheel";

selection = "volant";

axis = "osavolantkon";

memory = "false";

angle0 = "rad 180";

angle1 = "rad -180";

minValue = -1;

maxValue = 1;

};

};

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Land: AllVehicles {};

class LandVehicle: Land {};

class Car: LandVehicle {};

class SkodaBase: Car {};

class car_sedan: SkodaBase {};

class firstcar: car_sedan

{

vehicleClass = "firstcar";

displayName="firstcar";

model= \firstcar\firstcar;

side=3;

crew="Civilian4";

maxSpeed=300;

transportSoldier=0;

};

};

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Yes, was this! Thanks, I was getting crazy. Why at the start of ARMA din't appeared an error message? I was thinking that the }; was fine because this.

I remember that in OFP there was an old program that checked the };. You know a link?

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You mean probably Vektorbossons config checker. Not sure if his site is still up but I have the archive here somewhere. Drop me a PM and send you a copy once located smile_o.gif

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I just want to notice that you can use in ArmA a separeted config.cpp and model.cfg when u binarize the addon. Here a little example:

car_01.p3d

model.cfg (need to be in the same dir as the p3ds are)

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class CfgSkeletons

{

class Your_Default

{

isDiscrete = 1;

skeletonInherit = "";

skeletonBones[] = {};

};

class car_01_skeleton: Your_Default

{

isDiscrete = 1;

skeletonInherit="Your_Default";

skeletonBones[]= {};

};

};

class CfgModels

{

class Your_Default

{

sectionsInherit = "";

sections[] = {};

skeletonName = "";

};

class car_01: Your_Default

{

sectionsInherit="Your_Default";

sections[]= {};

skeletonName="car_01_skeleton";

class Animations {};

};

};

config.cpp

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class CfgPatches

{

class Your_Car

{

units[] =

{

"car_01"

};

weapons[] = {};

requiredVersion = 1.000000;

requiredAddons[] = {""};

version = 1.08;

};

};

class CfgVehicleClasses

{

class Your_Class

{

displayName = "Your_Class";

};

};

class CfgVehicles

{

class car;

class car_01 : car

{

scope = 0;

type = 2;

vehicleClass = "Your_Class";

model = "car_01.p3d";

};

};

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