dachevs 1 Posted April 14, 2008 I have a re-textured Skoda. But the wheels won't turn or spin. It just slides/floats around. The predni things are set, all those sort of things, thats why I am confused. Any help? Also I am trying to add an action to the vehicle model. Not just in a script. I want it to have a Siren, but I'm not sure how to add the action in the config. any help? Share this post Link to post Share on other sites
sparky 0 Posted April 18, 2008 you skoda model is binarised? if not can you please post your model.cfg? Share this post Link to post Share on other sites
dachevs 1 Posted April 19, 2008 i have no idea. I don't have a model.cfg only a config.cpp that's probably why it isn't working right, yea? Share this post Link to post Share on other sites
Von Rundstedt 0 Posted April 19, 2008 If you are missing cfgmodels and cfgskeletons (note these should be in model.cfg) from your config then it is not suprising that wheels are not moving. I advice to download some released car addon and check their configs. Share this post Link to post Share on other sites
dachevs 1 Posted April 19, 2008 I have but everytime I try to change the names to my class i always get an error message of some sort, or the car just doesn't show up in the class in the editor. Share this post Link to post Share on other sites
sparky 0 Posted April 19, 2008 In Cfgskeletons there should be a class named whatever you like, but in Cfgmodels, the class that uses as skeleton he above, must have the p3d name. example if you have a car, and your p3d is named myskoda. you should have something like that. in cfgmodels.. class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class Vehicle: default {}; class myskoda:vehicle { sectionsInherit=""; sections[]= { //write your animatyed sections here }; skeletonName=//type the skeleton class name, you previusly define in cfgskeletons class; class Animations { //write your animations here } } the name of the class should be the name of the p3d. hope hat helps. Share this post Link to post Share on other sites
dachevs 1 Posted April 20, 2008 damn things still won't spin. my config.cpp <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 #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 VSoft 0 #define VArmor 1 #define VAir 2 #define LockNo 0 #define LockCadet 1 #define LockYes 2 #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 class SkodaBlack { sectionsInherit=""; sections[] = {}; skeletonName = "Skodovka1"; }; class Vehicle: default {}; class SkodaBlack:vehicle { sectionsInherit=""; sections[]= { }; skeletonName=Skodovka1; class Animations { } } class CfgPatches { class SkodaBlack { units[] = {"SkodaPolice"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {}; }; }; class CfgVehicleClasses { class SkodaBlack { displayName = "City Life Cars"; }; }; class CfgVehicles { class Land; // External class reference class LandVehicle : Land { }; class Car : LandVehicle { class HitEngine { armor = 1.2; material = 60; name = "motor"; visual = "motor"; passThrough = true; }; class HitRGlass { armor = 0.5; material = -1; name = "sklo predni P"; passThrough = true; }; class HitLGlass { armor = 0.5; material = -1; name = "sklo predni L"; passThrough = true; }; class HitBody { armor = 0.4; material = 51; name = "karoserie"; visual = "karoserie"; passThrough = true; }; class HitFuel { armor = 1.4; material = 51; name = "palivo"; passThrough = true; }; class HitLFWheel { armor = 0.05; material = -1; name = "Levy predni tlumic"; visual = "Levy predni"; passThrough = true; }; class HitRFWheel { armor = 0.05; material = -1; name = "Pravy predni tlumic"; visual = "Pravy predni"; passThrough = true; }; class HitLF2Wheel { armor = 0.05; material = -1; name = "Levy dalsi tlumic"; visual = "Levy dalsi"; passThrough = true; }; class HitRF2Wheel { armor = 0.05; material = -1; name = "Pravy dalsi tlumic"; visual = "Pravy dalsi"; passThrough = true; }; class HitLMWheel { armor = 0.05; material = -1; name = "Levy prostredni tlumic"; visual = "Levy prostredni"; passThrough = true; }; class HitRMWheel { armor = 0.05; material = -1; name = "Pravy prostredni tlumic"; visual = "Pravy prostredni"; passThrough = true; }; class HitLBWheel { armor = 0.05; material = -1; name = "Levy zadni tlumic"; visual = "Levy zadni"; passThrough = true; }; class HitRBWheel { armor = 0.05; material = -1; name = "Pravy zadni tlumic"; visual = "Pravy zadni"; passThrough = true; }; getInAction = "GetInMedium"; getOutAction = "GetOutMedium"; supplyRadius = 1.2; driverAction = "ManActTestDriver"; cargoAction[] = {"ManActTestDriver"}; hideUnitInfo = false; class Exhausts; // External class reference castDriverShadow = false; castCargoShadow = false; }; class SkodaBlack : Car { selectionBackLights = "brzdove svetlo"; selectionBrakeLights = "light_brake"; vehicleClass = "SkodaBlack"; scope = public; model = "\SkodaBlack\Skodovka1.p3d"; Picture = "\Ca\wheeled\data\ico\Skodovka_CA.paa"; Icon = "\Ca\wheeled\data\ico\Skodovka_CA.paa"; mapSize = 6; terrainCoef = 2; turnCoef = 2.500000; accuracy = 0.500000; fuelCapacity = 60; displayName = "Skoda Police"; side = 1; maxspeed = 150; crew = "SoldierWB"; nameSound = "SportCar"; weapons[] = {CarHorn}; magazines[] = {}; armor = 60; type = VArmor; cost = 100000; armorGlass = 0.5; armorWheels = 0.15; soundEngine[] = { "\SkodaBlack\Engine.wav", 0.027783, 1.200000 }; soundGear[] = { "\SkodaBlack\gear.wav", 0.000178, 1 }; SoundGetIn[] = { "\ca\wheeled\Data\Sound\4WD_DoorOpenClose1", 0.100000, 1 }; SoundGetOut[] = { "\ca\wheeled\Data\Sound\4WD_DoorOpenClose1", 0.031623, 1 }; soundServo[] = {"\ca\wheeled\Data\Sound\servo3", db-40, 1.0}; typicalCargo[] = {"Civilian"}; transportSoldier = 3; canfloat = false; hasGunner = 0; castDriverShadow = true; driverIsCommander = true; driverAction = "Skodovka_Driver"; cargoAction[] = { "Skodovka_Cargo01" }; canLock = LockNo; unitInfoType = "UnitInfoSoldier"; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {1, 0.1, 0.4}; }; }; do I put that code somewhere else, or in the config.cpp sry I am really knew to modeling. Share this post Link to post Share on other sites
sparky 0 Posted April 21, 2008 no, no no, saggestion. download the 1st release of BISample models here is the link in any case. BISampleModels 1st release unzip it. now you should have some folders. open the hummer folder, inside this folder you should find the p3d of the hummer and a file named model.cfg in this file you define your cfgSkeletons and cfgmodels. open it and study it. now some quick notes. 1)sections are parts of the your model that defined inside your p3d, eaxmple ("volant" is the steering wheel, in order the steering wheel to work you need to have create the appropriate selection inside your p3d in every graphical LOD, open the hummer p3d in order to see that. 2)the structure fot the bones is something like example "volant","" that means that the "volant" bone (or selection or section) has no dependance on other bone (animated on its own) but "levy predni zatoc","levy predni tlumic", means that the left bone animation is depending on the right anyway there is some things that you need to understand in order to create you animated bones. but, remember that your model.cfg and the p3d should be in the same place in order to binarise your model correctly. see this excellent article in BIS wiki it will help you understand better what you need to do. Model config, BI wiki article Share this post Link to post Share on other sites
dachevs 1 Posted April 21, 2008 ah ok. All the selections are predefined in my model cuz I am using the ArmA Sample Vehicles. i will put in a model.cfg Share this post Link to post Share on other sites