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nzdfcrash

config help

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Howdy all

Am working on a NZDF Hummwv for arma and get a large amount of config errors such as base class not defined etc etc, bear in mind this is my first attempt at configs.

here is the config

class CfgPatches

{

class NZDF_vehicles

{

Units[]= {

"NZDF_hmmwv50",

"NZDF_hmmwvTOW",

"NZDF_hmmwvMK",

"NZDF_hmmwv",

};

weapons[]= {};

requiredVersion = 1.000000;

requiredAddons[] = {"CAData", "CACharacters", "CAWeapons", "CASounds", "CA_Anims_Char"};

};

};

class Rotation;

class CfgSkeletons

{

class NZDF_hmmwv: HMMWVSkeleton

{

isDiscrete=1;

skeletonInherit="Car";

skeletonBones[]=

{

"ammo_belt",

"OtocHlaven"

};

};

class CfgModels

{

class Vehicle;

class Car: Vehicle

{

sectionsInherit="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="Car";

class Animations

{

class damageHide

{

type="hide";

source="damage";

selection="damageHide";

};

class IndicatorSpeed

{

animPeriod=0;

type="rotation";

source="speed";

selection="ukaz_rychlo";

axis="osa_rychlo";

memory=0;

minValue=0.000000;

maxValue=16.670000;

angle0=0.000000;

angle1=2.879793;

};

class IndicatorSpeed2

{

type="rotation";

source="speed";

selection="ukaz_rychlo2";

axis="osa_rychlo2";

memory="false";

animPeriod=0;

minValue=0;

maxValue=16.670000;

angle0=0;

angle1="rad -240";

};

class IndicatorRPM

{

animPeriod=0;

type="rotation";

source="rpm";

selection="ukaz_rpm";

axis="osa_rpm";

memory=0;

minValue=0.000000;

maxValue=1.000000;

angle0=0.000000;

angle1=2.967060;

};

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 TurnFrontWheelR

{

type="rotationY";

source="drivingWheel";

selection="pravy predni zatoc";

axis="pravy predni";

memory="false";

animPeriod=0;

sourceAddress="loop";

minValue="rad -180";

maxValue="rad +180";

angle0="rad +90";

angle1="rad -90";

};

class TurnFrontWheelL: TurnFrontWheelR

{

selection="levy predni zatoc";

axis="levy predni";

};

class TurnFrontWheelR2: TurnFrontWheelR

{

selection="pravy dalsi zatoc ";

axis="pravy dalsi";

};

class TurnFrontWheelL2: TurnFrontWheelR

{

selection="levy dalsi zatoc ";

axis="levy dalsi";

};

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 FrontWheel2R: FrontWheelR

{

selection="pravy dalsi";

};

class BackWheelR: FrontWheelR

{

selection="pravy zadni";

};

class BackWheel2R: FrontWheelR

{

selection="pravy prostredni";

};

class FrontWheelL: FrontWheelR

{

selection="levy predni";

};

class FrontWheel2L: FrontWheelR

{

selection="levy dalsi";

};

class BackWheelL: FrontWheelR

{

selection="levy zadni";

};

class BackWheel2L: FrontWheelR

{

selection="levy prostredni";

};

class FrontWheelDamperR

{

type="translationY";

source="damper";

selection="pravy predni tlumic";

axis="";

animPeriod=0;

minValue=-1000;

maxValue=1000;

};

class FrontWheelDamper2R: FrontWheelDamperR

{

selection="pravy dalsi tlumic";

};

class BackWheelDamperR: FrontWheelDamperR

{

selection="pravy zadni tlumic";

};

class BackWheelDamper2R: FrontWheelDamperR

{

selection="pravy prostredni tlumic";

};

class FrontWheelDamperL: FrontWheelDamperR

{

selection="levy predni tlumic";

};

class FrontWheelDamper2L: FrontWheelDamperR

{

selection="levy dalsi tlumic";

};

class BackWheelDamperL: FrontWheelDamperR

{

selection="levy zadni tlumic";

};

class BackWheelDamper2L: FrontWheelDamperR

{

selection="levy prostredni tlumic";

};

class damageVez: damageHide

{

selection="damageVez";

};

class damageHlaven: damageHide

{

selection="damageHlaven";

};

};

};

class NZDF_hmmwv: hmmwv50

{

class Animations: Animations

{

class IndicatorSpeed: IndicatorSpeed

{

maxValue=16.670000;

angle0=-0.174533;

angle1=3.141593;

};

class IndicatorRPM: IndicatorRPM

{

angle0=0.000000;

angle1=1.483530;

};

class fuel

{

type="rotation";

source="fuel";

selection="fuel_1";

axis="fuel_1_axis";

memory=0;

minValue=0.000000;

maxValue=1.000000;

angle0=-0.087266;

angle1=-1.658063;

};

class prop_01

{

type="rotation";

source="rpm";

selection="prop_01";

axis="prop_01_axis";

memory=0;

minValue=0.000000;

maxValue=0.360000;

angle0=1.396263;

angle1=0.000000;

};

class prop_02

{

type="rotation";

source="rpm";

selection="prop_02";

axis="prop_02_axis";

memory=0;

minValue=0.000000;

maxValue=0.640000;

angle0=0.349066;

angle1=-0.349066;

};

};

};

class NZDF_hmmwv50: HMMWVSkeleton

{

skeletonName="HMMWVSkeleton";

class Animations: Animations

{

class ammo_belt_rotation

{

type="rotationZ";

source="belt_rotation";

selection="ammo_belt";

axis="ammo_belt_axis";

memory=1;

sourceAddress="loop";

minValue=0.000000;

maxValue=0.010000;

angle0=0.000000;

angle1=-0.209440;

};

class MainTurret

{

type="rotationY";

source="mainTurret";

selection="OtocVez";

axis="OsaVeze";

animPeriod=0;

minValue="rad -360";

maxValue="rad +360";

angle0="rad -360";

angle1="rad +360";

};

class MainGun: MainTurret

{

type="rotationX";

source="mainGun";

selection="OtocHlaven";

axis="OsaHlavne";

};

class damageHlaven: damageHide

{

selection="damageHlaven";

};

class damageAmmobelt: damageHide

{

selection="ammo_belt";

};

};

};

class NZDF_hmmwvMK: HMMWVSkeleton

{

skeletonName="HMMWVSkeleton";

class Animations: Animations

{

class ammo_belt_rotation

{

type="rotationZ";

source="belt_rotation";

selection="ammo_belt";

axis="ammo_belt_axis";

memory=1;

sourceAddress="loop";

minValue=0.000000;

maxValue=0.020000;

angle0=0.000000;

angle1=-0.383972;

};

};

};

class NZDF_hmmwvTOW: HMMWVSkeleton

};

};

class CfgVehicleClasses

{

class NZDF_vehicles

{

displayName = "Vehicles (NZDF)";

};

};

class CfgVehicles

{

/*extern*/ class HMMWV50;

/*extern*/ class HMMWVTOW;

/*extern*/ class HMMWVMK;

/*extern*/ class HMMWV;

class NZDF_hmmwv50: HMMWV50

{

vehicleClass = "NZDF_vehicles";

displayName="(D) Hmmwv (M2)";

model="\NZDF_hmmwv\HMMWV50.p3d";

};

class NZDF_hmmwvTOW: HMMWVTOW

{

vehicleClass = "NZDF_vehicles";

displayName="(D) Hmmwv (TOW)";

model="\NZDF_hmmwv\HMMWVTOW.p3d";

};

class NZDF_hmmwvMK: HMMWVMK

{

vehicleClass = "NZDF_vehicles";

displayName="(D) Hmmwv (Mk19)";

model="\NZDF_hmmwv\HMMWVmk19.p3d";

};

class NZDF_hmmwv: HMMWV

{

vehicleClass = "NZDF_vehicles";

displayName="(D) Hmmwv";

model="\NZDF_hmmwv\HMMWV.p3d";

};

};

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Why you redefine the whole skeletons and stuff. If you have nothing changed there it's not necessary.

If they are just repaints(?) it's enough you refer to the original HMMWVs and just change displayName and vehicleClass.

Example (not tested):

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

{

 class NZDF_vehicles

 {

   Units[]= {"NZDF_hmmwv50","NZDF_hmmwvTOW","NZDF_hmmwvMK","NZDF_hmmwv"};

   weapons[]= {};

   requiredVersion = 1.000000;

   requiredAddons[] = {"CAData","CACharacters","CAWeapons","CASounds","CA_Anims_Char"};

 };

};

class CfgVehicleClasses

{

 class NZDF_vehicles

 {

   displayName = "Vehicles (NZDF)";

 };

};

class CfgVehicles

{

 /*extern*/ class HMMWV50;

 class NZDF_hmmwv50: HMMWV50

 {

   vehicleClass = "NZDF_vehicles";

   displayName="(D) HMMWV (M2)";

   model="\NZDF_hmmwv\HMMWV50.p3d";

 };

 /*extern*/ class HMMWVTOW;

 class NZDF_hmmwvTOW: HMMWVTOW

 {

   vehicleClass = "NZDF_vehicles";

   displayName="(D) HMMWV (TOW)";

   model="\NZDF_hmmwv\HMMWVTOW.p3d";

 };

 /*extern*/ class HMMWVMK;

 class NZDF_hmmwvMK: HMMWVMK

 {

   vehicleClass = "NZDF_vehicles";

   displayName="(D) HMMWV (Mk19)";

   model="\NZDF_hmmwv\HMMWVmk19.p3d";

 };

 /*extern*/ class HMMWV;

 class NZDF_hmmwv: HMMWV

 {

   vehicleClass = "NZDF_vehicles";

   displayName="(D) HMMWV";

   model="\NZDF_hmmwv\HMMWV.p3d";

 };

};

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Thanks for the help mate, 1 wee problem the animations arent working/showing eg wheels and turrets.

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