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pathetic_berserker

Removing 'Gear' selection

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I've added some animations to a building but for some reason have also gained the 'gear' selection in the centre of the screen flashing up.Its kind of annoying and i would like to remove it

I have seen other beta addons with this problem but endless searching has yielded no answer.

I'm assuming its a default connected to having user actions so I have posted a small part of the addon config, but I don't know if it helps because i havn't the foggiest of what I've included/excluded to cause this.

And I'm having trouble animating my second buiding out of the same config. I've updated the code below hoping someone will spot my problem.

The first building listed works fine (except for the gear menu thingy), Its the second building (class Land_Abunkgate)thats giving me grief. I have done a simple test of changing the initphase to 1 and all anims' are working correctly. Its just a lack of user menu.

The position osa_vaultswit is the axis for the switch so I know its named correctly otherwise my anim test wouldn't have worked.

edit;coz i reread it and seemed kind of foggy

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

class Land_Abunkhatch: Building

  {

     displayName = "Air_bunker_hatch";

 vehicleClass="Oz_Is_Objects";

 model = "\Abunkair\Abunkhatch.p3d";

 scope=protected;

         animated=1;

         destrType=DestructNo;

         nameSound="bunker";

         accuracy=0.8;

 transportAmmo = 50000;

 transportRepair = 50000;

 transportFuel = 50000;

 

  class AnimationSources

           {

           class anim_hatchswit {source="user";animPeriod = 1;initphase=0;};

           class anim_hatch1 {source="user";animPeriod = 20;initphase=0;};

           class anim_hatch2 {source="user";animPeriod = 20;initphase=0;};

   };

          class UserActions

  {

    class OpenDoor1

    {

    displayNameDefault = $STR_DN_OUT_O_DOOR_DEFAULT;

    displayName = $STR_DN_OUT_O_DOOR;

    position = pos_hs;

    radius = 3;

    onlyForPlayer = true;

    condition = "this animationPhase ""anim_hatchswit"" < 0.5";

          statement = "this animate [""anim_hatchswit"",1];this animate [""anim_hatch1"",1];this animate [""anim_hatch2"",1]";

    };

    class CloseDoor1

    {

    displayNameDefault = $STR_DN_OUT_C_DOOR_DEFAULT;

    displayName = $STR_DN_OUT_C_DOOR;

    position = pos_hs;

    radius = 3;

    onlyForPlayer = true;

    condition = "this animationPhase ""anim_hatchswit"" >= 0.5";

    statement = "this animate [""anim_hatchswit"",0];this animate [""anim_hatch1"",0];this animate [""anim_hatch2"",0]";

    };

         };

         actionBegin1 = OpenDoor1;

 actionEnd1 = OpenDoor1;

  };

class Land_Abunkgate: Building

  {

     displayName = "Air_bunker_gate";

 vehicleClass="Oz_Is_Objects";

 model = "\Abunkair\Abunkgate.p3d";

 scope=protected;

         animated=1;

         destrType=DestructNo;

         nameSound="bunker";

         accuracy=0.8;

  class AnimationSources

{

        class anim_vaultswit {source="user";animPeriod = 1;initphase=0;};

        class anim_vault1 {source="user";animPeriod = 20;initphase=0;};

        class anim_vault2 {source="user";animPeriod = 20;initphase=0;};

};

       class UserActions

{

class OpenDoor1

 {

 displayNameDefault = $STR_DN_OUT_O_DOOR_DEFAULT;

 displayName = $STR_DN_OUT_O_DOOR;

 position = osa_vaultswit;

 radius = 3;

 onlyForPlayer = true;

 condition = "this animationPhase ""anim_vaultswit"" < 0.5";

       statement = "this animate [""anim_vaultswit"",1];this animate [""anim_vault1"",1];this animate [""anim_vault2"",1]";

 };

 class CloseDoor1

 {

 displayNameDefault = $STR_DN_OUT_C_DOOR_DEFAULT;

 displayName = $STR_DN_OUT_C_DOOR;

 position = osa_vaultswit;

 radius = 3;

 onlyForPlayer = true;

 condition = "this animationPhase ""anim_vaultswit"" >= 0.5";

 statement = "this animate [""anim_vaultswit"",0];this animate [""anim_vault1"",0];this animate [""anim_vault2"",0]";

 };

       };

actionBegin1 = OpenDoor1;

actionEnd1 = OpenDoor1;

  };

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Hmmmm ... odd, never heard of it.

Quote[/b] ]I have seen other beta addons with this problem but endless searching has yielded no answer.

Are you sure its not some OTHER addon or mod already running thats causing this problem ?

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something like this pic, It actualy seems to kick in at twice the radius of the door selection. If I try to place objects in it they disapear.

Edit; I'm pretty sure its not another addon, I don''t run any Mods, and BIS buildings are not affected. I will test properly tommorow after a snooze.

BTW I've updated my code above.

gearselectionsw8.jpg

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Quote[/b] ]I'm assuming its a default connected to having user actions so I have posted a small part of the addon config, but I don't know if it helps because i havn't the foggiest of what I've included/excluded to cause this.

I think it's because your assigning Ammo and Fuel e.t.c

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">transportAmmo = 50000;

transportRepair = 50000;

transportFuel = 50000;

Perhaps it's now treating your building like a giant ammo crate or truck?

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Thanks UNN, the reason for the gear selection was as you sugested. Though I have one another config with the same issue but no such supplies so it appears I will still have to dig a bit further. It also seems to contribute to jerky animations as they have started to flow a bit since removing.

As I was doing all my testing with visitor placed objects on an unbinarised island the transport supplies were also the only reason I had any user actions at all. But editor placment shows my animations to all be working properly. So untill I learn the steps to binarizing islands I supose I have a couple of workarounds now to check my configs.

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