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ADuke

Model.cfg entry for shocks

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Does anyone know how to animate the shocks on a vehicle?

Is there a model.cfg entry for this and a selection name?

Thanks,

-AD

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I beleive the shock absorbers are using the wheels selection from O2 but are defined seperately.

class Wheel_podkoloL1

{

type="translationY";

source="damper";

selection="podkoloL1";

axis="";

memory="false";

animPeriod=0;

minValue=-100;

maxValue=100;

};

"selection = podkoloL1" being the wheel name in O2, so you would change that to whatever your wheel/damper is named.

AFAIK the class Wheel_podkoloL1 can also be called whatever you choose but I guess it needs to be the same as the wheels name in O2.

So if you called it leftwheel in O2 you should call the class Wheel_leftwheel.

I'm no expert so may be wrong on that though

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So the dampers/shocks are called wheels, but aren't actually wheels?

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Well on most models I believe the only part that moves up and down is the wheel itself (unless dampers have been modelled) so i think for BIS it was to save confusion calling them wheels.

I'm sure you can probably rename it to something else, or its at least worth a go.

Something like:

class Damper_L1 --- This is just the name of the anim, I think you can call this whatever you like, you might as well try and see anyway.

{

type="translationY"; --- Obviously the direction of movement, so up and down

source="damper"; --- Not really sure what this does but I guess it tells the anim its a damper, it also changes the name in buldozer if you test the anim

selection="podkoloL1"; --- This will be the part you want to move up and down

axis=""; --- Not needed for dampers so leave as is.

memory="false"; --- Again leave as false or the dampers will remain where they are until changed rather than stick to the ground when possible

animPeriod=0; --- the time the anim takes, just leave as is.

minValue=-100; --- This is the amount the dampers move, in reality they will never move by 100 but just leave it at that

maxValue=100;

};

EDIT: Be aware this is only for one wheel, you would need to do the other too but they can be done by adding something like:

class Wheel_podkoloL2: Wheel_podkoloL1 ---Use the previous damper as inheritence to save time

{

selection="podkoloL2"; --- Just say which wheel this anim is for

};

Edited by STALKERGB

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OK, makes sense now I will try it.

Thanks for your help.

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