Mr Groch 0 Posted April 2, 2008 Hello HMMWV from SLX vehicles http://www.flashpoint1985.com/cgi-bin....t=72648 They can't pass the bridges - they are just geting stucked. Can't drive forward and backward... I have been trying to rise model in O2 (becouse they are bellow Y axis), but after this, HMMWV will fly in the air, and they still can't pass the bridges... It is problem with models or with configs? CfgSkeletons, CfgModels? Thx for the help Share this post Link to post Share on other sites
MehMan 0 Posted April 2, 2008 Dampers. They need to be either reconfigured or configured. Share this post Link to post Share on other sites
Mr Groch 0 Posted April 2, 2008 Hmm.. On the model all looks ok, there are pravy predni tlumic, levy predni tlumic, etc... In proper place, i think (on LOD LandContact)... HMMWV ir rolling properly on land... What you think - what i must edit? Model, CfgKeletons, CfgModels, Animations? Here you have config.cpp (just fragments for HMMWV): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSkeletons { class SLX_Car { // has to be named same as cfgmodel class ? isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "volant","", "ShadowSteeringWheel","", "FlatTireFR","", "FlatTireFL","", "FlatTireBR","", "FlatTireBL","", "levy predni tlumic","FlatTireFL", "pravy predni tlumic","FlatTireFR", "levy zadni tlumic","FlatTireBL", "pravy zadni tlumic","FlatTireBR", //"levy predni tlumic","", //"pravy predni tlumic","", //"levy zadni tlumic","", //"pravy zadni tlumic","", "levy predni","levy predni tlumic", "pravy predni","pravy predni tlumic", "levy zadni","levy zadni tlumic", "pravy zadni","pravy zadni tlumic", //"levy predni","", //"levy dalsi","", //"levy prostredni","", //"levy zadni","", //"pravy predni","", //"pravy dalsi","", //"pravy prostredni","", //"pravy zadni","", //"levy predni","", //"pravy predni","", //"levy zadni","", //"pravy zadni","", // "dvere1","", // "ukaz_fuel","", "ukaz_rpm","", "ukaz_rychlo","", "ukaz_rychlo2","", "fuel_01","", "fuel_1","", "prop_01","", "prop_02","", "prop_2","", "prop_1","", "OtocVez","", "damageVez","OtocVez", "OtocHlaven","OtocVez", "damageHlaven","OtocHlaven", "trigger","damageHlaven", "charging_handle","damageHlaven", "feedtray_cover","damageHlaven", "bolt","damageHlaven", "magazine","damageHlaven", "ammo_belt","magazine", "antenna","", //"DoorFL", "", //"DoorFR", "", //"DoorBL", "", //"DoorBR", "", "Door_1", "", "Door_2", "", "Door_3", "", "Door_4", "", "door_1_1", "", "door_1_2", "", "door_2_1", "", "door_2_2", "", "hood", "", "trunk", "", "damageHide","" }; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgModels { class SLX_Vehicle { sectionsInherit=""; sections[]= { //"levy predni", //"levy prostredni", //"levy zadni", //"pravy predni", //"pravy prostredni", //"pravy zadni" "cislo", "grupa", "side", "sektor", "clan", "clan_sign", "podsvit pristroju", "poskozeni", "L svetlo", "P svetlo", "zasleh" }; class Animations {}; }; class SLX_Car:SLX_Vehicle { sectionsInherit="SLX_Vehicle"; sections[]= { "ammo", "sklo predni p", "sklo predni l", "zadni svetlo", "brzdove svetlo", "spz", "karoserie", "motor", "zbran", "vez", "zbytek", "levy predni", "levy prostredni", "levy zadni", "pravy predni", "pravy prostredni", "pravy zadni", // "clan", // "clan_sign", // "zasleh", // "P svetlo", // "L svetlo", "palivo" }; skeletonName="SLX_Car"; class Animations:SLX_CarAnimations {}; }; class SLX_HMMWV:SLX_Car; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgVehicles { class HMMWV50 : Car { model="\SLX_Veh\SLX_HMMWV_M2"; castDriverShadow = 1; class AnimationSources { class belt_rotation { source = "reload"; // source="belt_rotation"; weapon = "M2"; }; class trigger { source = "reload"; weapon = "M2"; }; class bolt { source = "reload"; weapon = "M2"; }; //class bullets_hide //{ // source = "reload"; // weapon = "M2"; //}; //class reload_magazine_hide:bullets_hide //{ // source = "reload"; // weapon = "M2"; //}; class reload_tray_cover_open { source = "reload"; weapon = "M2"; // sourceAddress="mirror"; }; class reload_remove_bullets { source = "reload"; weapon = "M2"; }; class reload_remove_magazine { source = "reload"; weapon = "M2"; }; //class reload_charging_handle_back //{ // source="reloadMagazine"; // The controller that provides input. // weapon = "M2"; //}; //class reload_charging_handle_forward //{ // source="reloadMagazine"; // The controller that provides input. // weapon = "M2"; //}; //class reload_tray_cover_open //{ // source="reloadMagazine"; // The controller that provides input. // weapon = "M2"; //}; //class reload_bullets_pull //{ // source="reloadMagazine"; // The controller that provides input. // weapon = "M2"; //}; //class reload_magazine_remove_rotate //{ // source="reloadMagazine"; // The controller that provides input. // weapon = "M2"; //}; //class reload_magazine_remove //{ // source="reloadMagazine"; // The controller that provides input. // weapon = "M2"; //}; //class reload_tray_cover_close //{ // source="reloadMagazine"; // The controller that provides input. // weapon = "M2"; //}; //doors class DoorFL { source = "user"; type="rotation"; animPeriod=.5; selection="Door_1"; axis="axis_DoorFL"; angle0=0; angle1=-1.5; memory=0; //Is the axis defined in the memory level of the model or not? minValue=0; //The minimum value of the motion range. i.e. The controller input when animation phase is 0. maxValue=1; //The maximum value of the motion range. i.e. The controller input when animation phase is 1. }; class DoorBL { source = "user"; type="rotation"; animPeriod=.5; selection="Door_4"; axis="axis_DoorBL"; angle0=0; angle1=-1.5; }; class DoorFR { source = "user"; type="rotation"; animPeriod=.5; selection="Door_2"; axis="axis_DoorFR"; angle0=0; angle1=1.5; }; class DoorBR { source = "user"; type="rotation"; animPeriod=.5; selection="Door_3"; axis="axis_DoorBR"; angle0=0; angle1=1.5; }; class Hood { animPeriod=.5; }; class Trunk { animPeriod=.5; }; //flat tires class FlatTireFL { animPeriod=.1; }; class FlatTireFR:FlatTireFL {}; class FlatTireBL:FlatTireFL {}; class FlatTireBR:FlatTireFL {}; // {vehicle player animate [_x,random 1]} foreach ["hood","trunk","FlatTireFR","FlatTireFL","FlatTireBR","FlatTireBL"] // [vehicle player,[["hood",.2],["trunk",1],["DoorFL",1],["DoorFR",1],["DoorBL",1],["DoorBR",1]]] exec "SLX_Veh\SLX_Doors_MP.sqs"; }; class Turrets : Turrets { class MainTurret : MainTurret { // minElev = -25; // maxElev = 60; // SLX MOD : Fit to mount limits. minElev = -36; maxElev = 36; }; }; class HitLFWheel { armor = 0.15; material = -1; name = "Levy predni tlumic"; visual = "Levy predni"; // passThrough = true; passThrough = false; }; class HitRFWheel { armor = 0.15; material = -1; name = "Pravy predni tlumic"; visual = "Pravy predni"; // passThrough = true; passThrough = false; }; class HitLBWheel { armor = 0.15; material = -1; name = "Levy zadni tlumic"; visual = "Levy zadni"; // passThrough = true; passThrough = false; }; class HitRBWheel { armor = 0.15; material = -1; name = "Pravy zadni tlumic"; visual = "Pravy zadni"; // passThrough = true; passThrough = false; }; class Damage { tex[] = {}; // mat[] = {"ca\wheeled\data\hmmwv_regular_1.rvmat", "ca\wheeled\data\hmmwv_regular_1.rvmat", "ca\wheeled\data\hmmwv_regular_1_destruct.rvmat", "ca\wheeled\data\hmmwv_hood.rvmat", "ca\wheeled\data\hmmwv_hood.rvmat", "ca\wheeled\data\hmmwv_hood_destruct.rvmat", "ca\wheeled\data\hmmwv_details.rvmat", "ca\wheeled\data\hmmwv_details.rvmat", "ca\wheeled\data\hmmwv_details_destruct.rvmat", "ca\wheeled\data\hmmwv_body.rvmat", "ca\wheeled\data\hmmwv_body.rvmat", "ca\wheeled\data\hmmwv_body_destruct.rvmat", "ca\weapons\data\m2.rvmat", "ca\weapons\data\m2.rvmat", "ca\weapons\data\m2_destruct.rvmat", "ca\tracked\data\detailmapy\m1abrams_mg_mount.rvmat", "ca\tracked\data\detailmapy\m1abrams_mg_mount.rvmat", "ca\tracked\data\detailmapy\m1abrams_mg_mount_destruct.rvmat", "ca\wheeled\data\hmmwv_clocks.rvmat", "ca\wheeled\data\hmmwv_clocks.rvmat", "ca\wheeled\data\hmmwv_clocks_destruct.rvmat"}; mat[] = { "ca\wheeled\data\hmmwv_regular_1.rvmat", "ca\wheeled\data\hmmwv_regular_1.rvmat", "ca\wheeled\data\hmmwv_regular_1_destruct.rvmat", "ca\wheeled\data\hmmwv_hood.rvmat", "ca\wheeled\data\hmmwv_hood.rvmat", "ca\wheeled\data\hmmwv_hood_destruct.rvmat", "ca\wheeled\data\hmmwv_details.rvmat", "ca\wheeled\data\hmmwv_details.rvmat", "ca\wheeled\data\hmmwv_details_destruct.rvmat", "ca\wheeled\data\hmmwv_body.rvmat", "ca\wheeled\data\hmmwv_body.rvmat", "ca\wheeled\data\hmmwv_body_destruct.rvmat", "ca\weapons\data\m2.rvmat", "ca\weapons\data\m2.rvmat", "ca\weapons\data\m2_destruct.rvmat", "ca\tracked\data\detailmapy\m1abrams_mg_mount.rvmat", "ca\tracked\data\detailmapy\m1abrams_mg_mount.rvmat", "ca\tracked\data\detailmapy\m1abrams_mg_mount_destruct.rvmat", "ca\wheeled\data\hmmwv_clocks.rvmat", "ca\wheeled\data\hmmwv_clocks.rvmat", "ca\wheeled\data\hmmwv_clocks_destruct.rvmat" }; }; // SLX ADD : Event handlers. // class EventHandlers:Extended_EventHandlers // { // GetIn = "[_this select 0,_this select 1,_this select 2,""DoorFL"",""DoorFR"",""DoorBL"",""DoorBR""] exec ""\SLX_Veh\SLX_Doors_Car.sqs"";"; // GetOut = "[_this select 0,_this select 1,_this select 2,""DoorFL"",""DoorFR"",""DoorBL"",""DoorBR""] exec ""\SLX_Veh\SLX_Doors_Car.sqs"";"; //// Killed="{_this select 0 animate[_x,random 1]} foreach [""hood"",""trunk"",""DoorFL"",""DoorFR"",""DoorBL"",""DoorBR""]"; // Killed="[_this select 0,[[""hood"",random .2],[""trunk"",random 1],[""DoorFL"",random 1],[""DoorFR"",random 1],[""DoorBL"",random 1],[""DoorBR"",random 1]]] exec ""\SLX_Veh\SLX_Doors_MP.sqs"";"; // }; // SLX ADD : Show shadows inside. viewDriverShadow=1; viewCargoShadow=1; }; class HMMWV : HMMWV50 { model=\SLX_Veh\SLX_HMMWV.p3d; }; EDIT: SLX_UAZ Inherits skeleton from SLX_Car also, so tis is not CfgSkeletons, I think... UAZ also inherits in CfgModels.... UAZ can pass bridges normally... So maybe something in the model? Hmm.. I'm looking at this model, comparing to BIS sample model, and can't find a clue... What do you think - what and where must I search those damper configurartion? Share this post Link to post Share on other sites
Mr Groch 0 Posted April 3, 2008 I have replaced SLX Hammer p3d file with Sample BIS p3d file, and it worked! I was able to pass the bridge... So If I'm right - this is problem with model? But what must I search in that model? I'm comparing it with BIS model right now, and can't find that important difference :/ EDIT: This is the p3d model of SLX HMMWV, can you pls check it? Maybe someone will find was is responsible for that starnge "bridge behaviour" http://rapidshare.com/files/104498288/SLX_HMMWV.rar.html Share this post Link to post Share on other sites
Mr Groch 0 Posted April 3, 2008 OK, I have fixed the problem There was bad named section in some LOD's Thx for help Share this post Link to post Share on other sites
[aps]gnat 28 Posted April 3, 2008 Can you explain a little more ? Share this post Link to post Share on other sites
Mr Groch 0 Posted April 3, 2008 heh, I haven't save what I have done and I have short memory I think that the most important change was renaming section in geometry lod - from levy predni, etc to levy predni tlumic. I have also deleted section named levy predni tlumic, etc from resolution and memory lods. Share this post Link to post Share on other sites
dachevs 1 Posted April 3, 2008 There was a fix released recently. Fix Share this post Link to post Share on other sites
klamacz 448 Posted April 4, 2008 There was a fix released recently. Fix yep, fixed by Mr Groch, then he knows about it anyway, Grochu, you rule! great job mate Share this post Link to post Share on other sites
dachevs 1 Posted April 5, 2008 lol I am clueless Didn't even see who started the post and who released the fix. Share this post Link to post Share on other sites