Samu_ofp 0 Posted February 6, 2008 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.   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. Share this post Link to post Share on other sites
W0lle 1052 Posted February 6, 2008 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; }; }; Share this post Link to post Share on other sites
Samu_ofp 0 Posted February 6, 2008 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? Share this post Link to post Share on other sites
W0lle 1052 Posted February 6, 2008 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 Share this post Link to post Share on other sites
luki 53 Posted February 6, 2008 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"; }; }; Share this post Link to post Share on other sites
Samu_ofp 0 Posted February 6, 2008 PM sended. Sgt.Ace, thanks for the suggestion. Share this post Link to post Share on other sites