Maceme 0 Posted February 21, 2008 Hello,  there are a lot of addons that don't have working dampers, and this is because the code isn't very easy to understand. Well I don't understand it, but after hundreds of tests and fustration I got a working model.cfg. This is the working cfgSkeletons.: Quote[/b] ]class CfgSkeletons { class Car; class My_Addon: Car { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = { "volant","", "levy predni tlumic","", "pravy predni tlumic","", "levy predni zatoc","levy predni tlumic", "pravy predni zatoc","pravy predni tlumic", "levy zadni tlumic","", "pravy zadni tlumic","", "levy predni","levy predni zatoc", "pravy predni","pravy predni zatoc", "levy zadni","levy zadni tlumic", "pravy zadni","pravy zadni tlumic" }; }; }; This is the working cfgModels Quote[/b] ]class cfgModels { class Car; class My_Addon: Car { sectionsInherit = ""; sections[] = { "pravy predni", "levy predni", "pravy zadni", "levy zadni" }; skeletonName = "My_Addon"; class Animations { class DrivingWheel { type = "rotation"; source = "drivingWheel"; selection = "volant"; begin = "osaVolantZac"; end = "osaVolantKon"; memory = "false"; animPeriod = 0; minValue = -1; maxValue = 1; angle0 = -8; angle1 = 8; }; class FrontWheelR { type="rotationX"; source="wheel"; selection="pravy predni"; axis=""; memory="true"; animPeriod=0; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class FrontWheelL { type = "rotationX"; source = "wheel"; selection = "levy predni"; axis = ""; memory="true"; animPeriod=0; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class RearWheelR { type = "rotationX"; source = "wheel"; selection = "pravy zadni"; axis = ""; memory="true"; animPeriod=0; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class RearWheelL { type = "rotationX"; source = "wheel"; selection = "levy zadni"; axis = ""; memory="true"; animPeriod=0; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class TurnFrontWheelR { type = "rotationY"; source = "drivingWheel"; selection = "pravy predni zatoc"; axis = "pravy predni"; memory = "false"; sourceAddress = "loop"; minValue="rad -180"; maxValue="rad +180"; angle0="rad +90"; angle1="rad -90"; }; class TurnFrontWheelL { type = "rotationY"; source = "drivingWheel"; selection = "levy predni zatoc"; axis = "levy predni"; memory = "false"; sourceAddress = "loop"; minValue="rad -180"; maxValue="rad +180"; angle0="rad +90"; angle1="rad -90"; }; class FrontWheelDamperR { type = "translationY"; source = "damper"; selection = "pravy predni tlumic"; axis = ""; animPeriod = 0; minValue = -1000; maxValue = 1000; }; class FrontWheelDamperL { type = "translationY"; source = "damper"; selection = "levy predni tlumic"; axis = ""; animPeriod = 0; minValue = -1000; maxValue = 1000; }; class BackWheelDamperR { type = "translationY"; source = "damper"; selection = "pravy zadni tlumic"; axis = ""; animPeriod = 0; minValue = -1000; maxValue = 1000; }; class BackWheelDamperL { type = "translationY"; source = "damper"; selection = "levy zadni tlumic"; axis = ""; animPeriod = 0; minValue = -1000; maxValue = 1000; }; }; }; }; The selections that you must do in O2 are the same that in the old OFP times. I don't know what mean "Zatoc", but in the model.cfg of the BIHummer it appears, so I use it in my config (and works ). There aren't any selection in the .p3d named "pravy predni zatoc" or "levy predni zatoc"  . Perhaps the code ins't perfect but works fine  (at least for me). Hope this helps to the community. Share this post Link to post Share on other sites
.kju 3245 Posted February 21, 2008 Thanks dude! This will make a friend of mine very happy. Share this post Link to post Share on other sites
UNN 0 Posted February 22, 2008 If your interested in seeing how BI setup the animations, take a look at the original sample models. The model.cfg files contain lots of examples of dampers e.t.c sample models from bistudio.com (~50 MB) There probably in the new batch of samples to, but I've got to download them first to find that out. Share this post Link to post Share on other sites
dm 9 Posted February 22, 2008 The selections that you must do in O2 are the same that in the old OFP times. Actually they're not. You can call them whatever you like, just as long as you setup the skeleton and selections accordingly. Share this post Link to post Share on other sites