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jimmybulmer

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Everything posted by jimmybulmer

  1. go to the 3d editor (just the editor now I believe) and on the right menu (you may have to click the two arrows in the top right'ish of the screen if there isn't a menu along the span of the right of your screen) find the yellow icon called 'empty' and either find it in your sub-cat or type the display name into the search box and just drag it from the menu into the world (you also need to place a character if you would like to click play and run around it)
  2. jimmybulmer

    Inventory vehicle not accessible !

    Probably going to need a little bit more information, Are you trying to create your own vehicle (create a mod), which I assume is the case as you have posted this in the modelling section, if so you would need to post your configs Or are you just talking about an in-game vehicle?
  3. you havent linked your file directory correctly. for the model to load in game in your config cpp it needs to contain the full directory of the model (even though you may have the config.cpp in the same folder as the p3d, it still requires to be told the direct path to the model) One key thing to note is that you DO NOT include the P:/ or C:/ in the file path (or what ever your drive name is) Example: model = "JCA_Main\JCA_Structures\Civilian\Residential\Residential_Extras\R_Shed_01.p3d"; ^ what I put in my config.cpp P:\JCA_Main\JCA_Structures\Civilian\Residential\Residential_Extras ^ The actual directory of the P3D (its in the Residential_Extras folder)
  4. jimmybulmer

    Model Is Stretched Out in Object Builder?

    What Andy said is correct, can I just make a suggestion btw (this is more just an appearance thing that you may not care at all about) In blender press the 'n' key and that brings up a new menu in your viewport. Scroll down on that viewport until you find this section: https://gyazo.com/3c2b5395c137e7ebb2ccb579bc195ca1 then apply the 'matcap' option and choose a good color I personally like: https://gyazo.com/8b77ebe2f6e703167fabfd3579bd2922 Then also tick 'Ambient Occlusion' I find just these two things on there own make the model look alot better and easier to work with in blender as it adds depth https://gyazo.com/e66ac2853c881b3d1086c1bd53b0de17this is the end result, just a suggestion because I personally hate the default look of blender Just a note that this has no affect on the model its self (mesh wise) and wont change anything about putting it in the game, just makes it look nice when modelling
  5. Hi, as the title explains I cant see my textures through the glass of my building this is my texture files: http://imgur.com/a/U4BR8 this is what the issue looks like: http://steamcommunity.com/sharedfiles/filedetails/?id=777938531 http://steamcommunity.com/sharedfiles/filedetails/?id=777938500 in the PBO I used texview to convert all the JPG's to PAAs normally for glass I use the Office_Glass_CA texture this time I baked the part of the texture i needed into my texture map using blender (its in the middle right of the CO) Any help is greatly appreciated
  6. jimmybulmer

    Cant see textures through glass.

    I had already done this, it turned out to be an issue with the texture itself, I believe something to do with it had been baken in blender then exported as a PNG, which would have had a transparent background but I then converted it to a JPG which removes the transparency and gave it a white background. Luckily the window texture was from the Office glass texture so I just used that and all is good now thanks for the help. I can only find very little information on rvmats and overall using the shaders for ARMA, I really want to learn this and have been searching all over for informatin. I have managed to find only the base rvmat info page and thats about it. I've seen a few other articles but I dont believe they are to do with how to use the shaders and the stages. Do you know of a good place / way to learn about these?
  7. jimmybulmer

    Help with export Blender

    select the model in blender press ctrl+a and apply rotation and scale and location
  8. What sort of objects are you talking about in particular?
  9. Also if you dont have your P drive set up and stuff like that watch his first video
  10. Follow this tutorial, it will show you most of what you need to know, just be aware he has a non animated mesh conected (the bottom of the box) but yours will work just fine so long as when you do vertex groups you assign the whole door (shown in tutorial)
  11. jimmybulmer

    Texture on custom model broken.

    Could you please post your uvLayout as well? What program did you make the model in?
  12. jimmybulmer

    Texture on custom model broken.

    never have lighting on your texture it makes it look shitty in game, thats what a specular map is for. Only use Material 1
  13. jimmybulmer

    No model appearing ingame.

    First you dont need all those includes and everything that just makes it a cluster of files upping the file size and all that shit, Im gunna assume this is being packed in the P drive so here's the config you need to try, class CfgPatches { class FireHydrant { unit[] = {"FireHydrant"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Structures_F"}; }; }; class CfgVehicles { class House; class House_F: House{}; class FireHydrant : House_F { scope = 2; model = "\FireHydrant\FireHydrant.p3d"; displayName = "Fire Hydrant"; vehicleClass = "small_items"; }; }; Make sure that you are packing this from the directory P:\FireHydrant\(model) and if you dont have a P drive go to the arma tools and mount it. (button is at the buttom of the tools) and watch a tutorial on how to set it up properly. With this you also dont need to do any of those file includes and can delete them. You do not need a model.cfg for static objects. (unless it has breakable glass and stuff like that) Also I notice that in your named selections cantegory you have lots of 'objects'? is this all one mesh (as in one single model not lots of parts in the same one) it is required to be one mesh.
  14. Hi, I have been making a custom building and am on the final few stages of it, However I cant seem to get the windows to work (I have never done windows before and am a bit lost) If anyone could link me to a guide on how to do windows that would be much appreciated or tell me what I need to do in the comments. Config.cpp #include "config_macros_glass.hpp" class CfgPatches { class CG_CityBank { unit[] = {"CG_CityBank"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Structures_F"}; }; }; class CfgVehicles { class House; class House_F: House{}; class CG_CityBank : House_F { scope = 2; model = "\CG_Buildings\CG_CityBank.p3d"; displayName = "City Bank"; vehicleClass = "CG_Category"; editorCategory = "CG_Category"; edtiorSubcategory = "CG_Structures"; cost = 50000; author = "CG_JimmyBulmer"; class AnimationSources { class Door_01_Rotation { source = "user"; initPhase = 0; animPeriod = 2; }; class Door_02_Rotation { source = "user"; initPhase = 0; animPeriod = 2; }; class Door_03_Rotation { source = "user"; initPhase = 0; animPeriod = 2; }; class Door_04_Rotation { source = "user"; initPhase = 0; animPeriod = 2; }; class Door_05_Rotation { source = "user"; initPhase = 0; animPeriod = 1; }; class Door_06_Rotation { source = "user"; initPhase = 0; animPeriod = 1; }; class Door_07_Rotation { source = "user"; initPhase = 0; animPeriod = 1; }; class Door_08_Rotation { source = "user"; initPhase = 0; animPeriod = 1; }; class VaultDoor_Handle_Rotation { source = "user"; initPhase = 0; animPeriod = 10; }; class VaultDoor_Full_Rotation { source = "user"; initPhase = 0; animPeriod = 10; }; class Glass_1_Source { source="Hit"; hitpoint = "Glass_1_"; }; }; class UserActions { class VaultDoor_Open { displayName = "Open Vault Door"; position = "VaultDoor_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""VaultDoor_Handle_Rotation"" < 0.5"; statement = "this animate [""VaultDoor_Handle_Rotation"", 1]; this animate[""VaultDoor_Full_Rotation"", 1];"; }; class VaultDoor_Close { displayName = "Close Vault Door"; position = "VaultDoor_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""VaultDoor_Handle_Rotation"" >= 0.5"; statement = "this animate [""VaultDoor_Full_Rotation"", 0]; this animate [""VaultDoor_Handle_Rotation"",0];"; }; class Front_Door_Right_Open { displayName = "Open Doors"; position = "FrontDoor_Right_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_01_Rotation"" < 0.5"; statement = "this animate [""Door_01_Rotation"", 1]; this animate [""Door_02_Rotation"", 1];"; }; class Front_Door_Right_Close { displayName = "Close Doors"; position = "FrontDoor_Right_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_01_Rotation"" >= 0.5"; statement = "this animate [""Door_01_Rotation"", 0]; this animate [""Door_02_Rotation"", 0];"; }; class Front_Door_Left_Open { displayName = "Open Doors"; position = "FrontDoor_Left_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_03_Rotation"" < 0.5"; statement = "this animate [""Door_03_Rotation"", 1]; this animate [""Door_04_Rotation"", 1];"; }; class Front_Door_Left_Close { displayName = "Close Doors"; position = "FrontDoor_Left_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_03_Rotation"" >= 0.5"; statement = "this animate [""Door_03_Rotation"", 0]; this animate [""Door_04_Rotation"", 0];"; }; class Door_05_Open { displayName = "Open Door"; position = "Door_05_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_05_Rotation"" < 0.5"; statement = "this animate [""Door_05_Rotation"", 1];"; }; class Door_05_Close { displayName = "Close Door"; position = "Door_05_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_05_Rotation"" >= 0.5"; statement = "this animate [""Door_05_Rotation"", 0];"; }; class Door_06_Open { displayName = "Open Door"; position = "Door_06_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_06_Rotation"" < 0.5"; statement = "this animate [""Door_06_Rotation"", 1];"; }; class Door_06_Close { displayName = "Close Door"; position = "Door_06_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_06_Rotation"" >= 0.5"; statement = "this animate [""Door_06_Rotation"", 0];"; }; class Door_07_Open { displayName = "Open Door"; position = "Door_07_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_07_Rotation"" < 0.5"; statement = "this animate [""Door_07_Rotation"", 1];"; }; class Door_07_Close { displayName = "Close Door"; position = "Door_07_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_07_Rotation"" >= 0.5"; statement = "this animate [""Door_07_Rotation"", 0];"; }; class Door_08_Open { displayName = "Open Door"; position = "Door_08_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_08_Rotation"" < 0.5"; statement = "this animate [""Door_08_Rotation"", 1];"; }; class Door_08_Close { displayName = "Close Door"; position = "Door_08_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_08_Rotation"" >= 0.5"; statement = "this animate [""Door_08_Rotation"", 0];"; }; }; }; }; Model.cfg class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class CG_CityBank_bones : Default { skeletonInherit = "Default"; skeletonBones[] = { "Door_01","", "Door_02","", "Door_03","", "Door_04","", "Door_05","", "Door_06","", "Door_07","", "Door_08","", "VaultDoor_Full","", "VaultDoor_Handle","VaultDoor_Full", "VaultDoor_Handle_Axis","VaultDoor_Full", "Glass_1_Hide","", "Glass_1_Unhide","" }; }; }; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class CG_CityBank : Default { skeletonName = "CG_CityBank_bones"; sections[] = { "Glass_1_Hide" }; sectionsInherit = ""; class Animations { class VaultDoor_Handle_Rotation { type="rotationZ"; source="user"; selection="VaultDoor_Handle"; axis="VaultDoor_Handle_Axis"; memory=1; minValue=0; maxValue=0.25; animPeriod=0; angle0=0; angle1="rad 360"; }; class VaultDoor_Full_Rotation { type="rotation"; source="user"; selection="VaultDoor_Full"; axis="VaultDoor_Full_Axis"; memory=1; minValue=0.25; maxValue=1; animPeriod=0; angle0=0; angle1="rad 90"; }; class Door_01_Rotation { type="rotation"; source="user"; selection="Door_01"; axis="Door_01_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad -100"; }; class Door_02_Rotation { type="rotation"; source="user"; selection="Door_02"; axis="Door_02_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad 100"; }; class Door_03_Rotation { type="rotation"; source="user"; selection="Door_03"; axis="Door_03_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad 100"; }; class Door_04_Rotation { type="rotation"; source="user"; selection="Door_04"; axis="Door_04_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad -100"; }; class Door_05_Rotation { type="rotation"; source="user"; selection="Door_05"; axis="Door_05_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad -105"; }; class Door_06_Rotation { type="rotation"; source="user"; selection="Door_06"; axis="Door_06_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad 105"; }; class Door_07_Rotation { type="rotation"; source="user"; selection="Door_07"; axis="Door_07_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad -100"; }; class Door_08_Rotation { type="rotation"; source="user"; selection="Door_08"; axis="Door_08_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad 100"; }; class Glass_1_Hide { type="hide"; source="Glass_1_Source"; selection="Glass_1_Hide"; minValue=0; maxValue=1; hideValue=0.99999; }; class Glass_1_Unhide: Glass_1_Hide { selection="Glass_1_unhide"; hideValue=0; unhideValue=0.99999; }; }; }; }; config_macros_glass.hpp #define DOOR_GLASS_HITPOINT(glassID,arm,rad) \ class Glass_##glassID##_hitpoint \ { \ armor = arm; \ material = -1; \ name = Glass_##glassID; \ visual = Glass_##glassID##_hide; \ passThrough = 0; \ radius = rad; \ convexComponent = Glass_##glassID##_hide; \ class DestructionEffects \ { \ class BrokenGlass1 \ { \ simulation = "particles"; \ type = "BrokenGlass1ND"; \ position = Glass_##glassID##_effects; \ intensity = 0.15000001; \ interval = 1; \ lifeTime = 0.05; \ }; \ class BrokenGlass2: BrokenGlass1 \ { \ type = "BrokenGlass2ND"; \ }; \ class BrokenGlass3: BrokenGlass1 \ { \ type = "BrokenGlass3ND"; \ }; \ class BrokenGlass4: BrokenGlass1 \ { \ type = "BrokenGlass4ND"; \ }; \ class BrokenGlass5: BrokenGlass1 \ { \ type = "BrokenGlass5ND"; \ }; \ class BrokenGlass6: BrokenGlass1 \ { \ type = "BrokenGlass6ND"; \ }; \ class BrokenGlass7: BrokenGlass1 \ { \ type = "BrokenGlass7ND"; \ }; \ class BrokenGlass1S: BrokenGlass1 \ { \ type = "BrokenGlass1SD"; \ }; \ class BrokenGlass2S: BrokenGlass1 \ { \ type = "BrokenGlass2SD"; \ }; \ class BrokenGlass3S: BrokenGlass1 \ { \ type = "BrokenGlass3SD"; \ }; \ class BrokenGlass4S: BrokenGlass1 \ { \ type = "BrokenGlass4SD"; \ }; \ class BrokenGlass5S: BrokenGlass1 \ { \ type = "BrokenGlass5SD"; \ }; \ class BrokenGlass6S: BrokenGlass1 \ { \ type = "BrokenGlass6SD"; \ }; \ class BrokenGlass7S: BrokenGlass1 \ { \ type = "BrokenGlass7SD"; \ }; \ }; \ }; #define BIG_GLASS_HITPOINT(glassID,arm,rad) \ class Glass_##glassID##_hitpoint \ { \ armor = arm; \ material = -1; \ name = Glass_##glassID; \ visual = Glass_##glassID##_hide; \ passThrough = 0; \ radius = rad; \ convexComponent = Glass_##glassID##_hide; \ class DestructionEffects \ { \ class BrokenGlass1 \ { \ simulation = "particles"; \ type = "BrokenGlass1NB"; \ position = Glass_##glassID##_effects; \ intensity = 0.15000001; \ interval = 1; \ lifeTime = 0.05; \ }; \ class BrokenGlass2: BrokenGlass1 \ { \ type = "BrokenGlass2NB"; \ }; \ class BrokenGlass3: BrokenGlass1 \ { \ type = "BrokenGlass3NB"; \ }; \ class BrokenGlass4: BrokenGlass1 \ { \ type = "BrokenGlass4NB"; \ }; \ class BrokenGlass5: BrokenGlass1 \ { \ type = "BrokenGlass5NB"; \ }; \ class BrokenGlass6: BrokenGlass1 \ { \ type = "BrokenGlass6NB"; \ }; \ class BrokenGlass7: BrokenGlass1 \ { \ type = "BrokenGlass7NB"; \ }; \ class BrokenGlass1S: BrokenGlass1 \ { \ type = "BrokenGlass1SB"; \ }; \ class BrokenGlass2S: BrokenGlass1 \ { \ type = "BrokenGlass2SB"; \ }; \ class BrokenGlass3S: BrokenGlass1 \ { \ type = "BrokenGlass3SB"; \ }; \ class BrokenGlass4S: BrokenGlass1 \ { \ type = "BrokenGlass4SB"; \ }; \ class BrokenGlass5S: BrokenGlass1 \ { \ type = "BrokenGlass5SB"; \ }; \ class BrokenGlass6S: BrokenGlass1 \ { \ type = "BrokenGlass6SB"; \ }; \ class BrokenGlass7S: BrokenGlass1 \ { \ type = "BrokenGlass7SB"; \ }; \ }; \ }; #define NORMAL_GLASS_HITPOINT(glassID,arm,rad) \ class Glass_##glassID##_hitpoint \ { \ armor = arm; \ material = -1; \ name = Glass_##glassID; \ visual = Glass_##glassID##_hide; \ passThrough = 0; \ radius = rad; \ convexComponent = Glass_##glassID##_hide; \ class DestructionEffects \ { \ class BrokenGlass1 \ { \ simulation = "particles"; \ type = "BrokenGlass1NN"; \ position = Glass_##glassID##_effects; \ intensity = 0.15000001; \ interval = 1; \ lifeTime = 0.05; \ }; \ class BrokenGlass2: BrokenGlass1 \ { \ type = "BrokenGlass2NN"; \ }; \ class BrokenGlass3: BrokenGlass1 \ { \ type = "BrokenGlass3NN"; \ }; \ class BrokenGlass4: BrokenGlass1 \ { \ type = "BrokenGlass4NN"; \ }; \ class BrokenGlass5: BrokenGlass1 \ { \ type = "BrokenGlass5NN"; \ }; \ class BrokenGlass6: BrokenGlass1 \ { \ type = "BrokenGlass6NN"; \ }; \ class BrokenGlass7: BrokenGlass1 \ { \ type = "BrokenGlass7NN"; \ }; \ class BrokenGlass1S: BrokenGlass1 \ { \ type = "BrokenGlass1SN"; \ }; \ class BrokenGlass2S: BrokenGlass1 \ { \ type = "BrokenGlass2SN"; \ }; \ class BrokenGlass3S: BrokenGlass1 \ { \ type = "BrokenGlass3SN"; \ }; \ class BrokenGlass4S: BrokenGlass1 \ { \ type = "BrokenGlass4SN"; \ }; \ class BrokenGlass5S: BrokenGlass1 \ { \ type = "BrokenGlass5SN"; \ }; \ class BrokenGlass6S: BrokenGlass1 \ { \ type = "BrokenGlass6SN"; \ }; \ class BrokenGlass7S: BrokenGlass1 \ { \ type = "BrokenGlass7SN"; \ }; \ }; \ }; Im sure that those configs aren't right (the macros is just copied from the ARMA samples. If anyone could show me how to A - remove the need for macros and have it done inside the config.cpp and B how to get it working, or link me a guide I will be very grateful I would like to also note at the moment only one window is in the p3d I have the visual lod defined as Glass_1_Hide and Glass_1_Unhide, the GEO lod has just Glass_1_Hide (as well as physX) There is no memory lod for it (that ive put anyway) and the hitpoints are Glass_1 there is only 4 vertices in each corner(between each two vertices in top right, left ect)
  15. I am creating a bank for a community and am currently having issues with the doors not opening. The option appears when I look at the door (it says 'Open Door') but when I click it nothing happens and the option remains as 'Open Door' #define _ARMA_ class CfgPatches { class CG_CityBank { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicleClasses { class CG_Structures { displayName = "Critical Gaming - Structures"; }; }; class CfgVehicles { class House; class House_F: House{}; class Land_CG_CityBank_A: House_F { displayName = "City Bank"; textSingular = "City Bank"; author = "CGJimmyBulmer"; model = "\CG_Structures\CG_Bank_01\Land_CG_CityBank_A"; vehicleClass = "CG_Structures"; placement = "vertical"; scope = 2; mapSize = 12; animated = "true"; class AnimationSources { class Zeroanimation { source = "user"; animPeriod = 0; initPhase = 0; }; }; class UserActions { class Door01_Open { displayName = "Open Door"; position = "Door01_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door01""<0.5"; statement = "this animate [""Door01"", 1]"; }; class Door01_Close { displayName = "Close Door"; position = "Door01_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door01""==1"; statement = "this animate [""Door01"", 0]"; }; class Door02_Open { displayName = "Open Door"; position = "Door02_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door02""<0.5"; statement = "this animate [""Door02"", 1]"; }; class Door02_Close { displayName = "Close Door"; position = "Door02_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door02""==1"; statement = "this animate [""Door02"", 0]"; }; class Door03_Open { displayName = "Open Door"; position = "Door03_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door03""<0.5"; statement = "this animate [""Door03"", 1]"; }; class Door03_Close { displayName = "Close Door"; position = "Door03_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door03""==1"; statement = "this animate [""Door03"", 0]"; }; class Door04_Open { displayName = "Open Door"; position = "Door04_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door04""<0.5"; statement = "this animate [""Door04"", 1]"; }; class Door04_Close { displayName = "Close Door"; position = "Door04_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door04""==1"; statement = "this animate [""Door04"", 0]"; }; class Door05_Open { displayName = "Open Door"; position = "Door05_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door05""<0.5"; statement = "this animate [""Door05"", 1]"; }; class Door05_Close { displayName = "Close Door"; position = "Door05_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door05""==1"; statement = "this animate [""Door05"", 0]"; }; class Door06_Open { displayName = "Open Door"; position = "Door06_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door06""<0.5"; statement = "this animate [""Door06"", 1]"; }; class Door06_Close { displayName = "Close Door"; position = "Door06_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door06""==1"; statement = "this animate [""Door06"", 0]"; }; class Door07_Open { displayName = "Open Door"; position = "Door07_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door07""<0.5"; statement = "this animate [""Door07"", 1]"; }; class Door07_Close { displayName = "Close Door"; position = "Door07_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door07""==1"; statement = "this animate [""Door07"", 0]"; }; class Door08_Open { displayName = "Open Door"; position = "Door08_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door08""<0.5"; statement = "this animate [""Door08"", 1]"; }; class Door08_Close { displayName = "Close Door"; position = "Door08_Trigger"; radius = 3; onlyForPlayer = "true"; condition = "this animationPhase ""Door08""==1"; statement = "this animate [""Door08"", 0]"; }; }; actionBegin1 = "Door01_Open"; actionEnd1 = "Door01_Open"; actionBegin2 = "Door02_Open"; actionEnd2= "Door02_Open"; actionBegin3 = "Door03_Open"; actionEnd3 = "Door03_Open"; actionBegin4 = "Door04_Open"; actionEnd4 = "Door04_Open"; actionBegin5 = "Door05_Open"; actionEnd5 = "Door05_Open"; actionBegin6 = "Door06_Open"; actionEnd6 = "Door06_Open"; actionBegin7 = "Door07_Open"; actionEnd7 = "Door07_Open"; }; }; class cfgMods { author = "76561198278967672"; }; model.cfg: class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class Land_CG_CityBank_A: Default { skeletonName = "Land_CG_CityBank_A_skeleton"; sections[] = {}; sectionsInherit = ""; class Animations { class Door01_rot { type = rotationZ; source = Zeroanimation; selection = Door01; axis = Door01_Axis; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = (rad 110); }; class Door02_rot: Door01_rot { selection = Door02; axis = Door02_Axis; }; class Door03_rot: Door01_rot { selection = Door02; axis = Door02_Axis; }; class Door04_rot: Door01_rot { selection = Door02; axis = Door02_Axis; }; class Door05_rot: Door01_rot { selection = Door02; axis = Door02_Axis; }; class Door06_rot: Door01_rot { selection = Door02; axis = Door02_Axis; }; class Door07_rot: Door01_rot { selection = Door02; axis = Door02_Axis; }; class Door08_rot: Door01_rot { selection = Door02; axis = Door02_Axis; }; }; }; }; Anyone know the cause and a fix?
  16. jimmybulmer

    Doors not working in config.cpp and model.cfg

    This thread can be closed as the issue was to do with object builder doing something (idk what) i reinstalled the tools and it worked thanks everyone for the advice and help
  17. jimmybulmer

    Doors not working in config.cpp and model.cfg

    I get the open option i tried reversing the values in the statements with no change in outcome
  18. jimmybulmer

    Doors not working in config.cpp and model.cfg

    Have messaged you on skype
  19. jimmybulmer

    Doors not working in config.cpp and model.cfg

    Tried that config still isnt working? Any other suggestions
  20. I am trying to write a config and model.cfg for a bank im making and could do with some support. The building doesn't show up in the editor class CfgPatches { class CG_BuildingBaseClass_01 { requiredAddons[] = {"A3_Structures_F"}; requiredVersion = 0.1; units[] = { "Land_CG_CityBank_01_F" }; weapons[] = {}; }; }; class CfgVehicles { class House; class House_F: House { class DestructionEffects; }; class Land_CG_CityBank_01_F { scope = 2; displayName = "CG CityBank"; model = "\CG_Structures\CG_Bank_01\Land_CG_CityBank_01_F"; vehicleClass = "structures"; mapSize = 20; cost = 100000; class animationSources { class Door01_Source { source = user; initPhase = 0; animPeriod = 1; sound = "GenericDoorsSound"; }; class Door02_Source: Door01_Source{}; class Door03_Source: Door01_Source{}; class Door04_Source: Door01_Source{}; class Door05_Source: Door01_Source{}; class Door06_Source: Door01_Source{}; class Door07_Source: Door01_Source{}; class Door08_Source: Door01_Source{}; class UserActions { class Door01_Open { displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />'"; displayName = "Open Door"; position = Door01_Trigger; priority = 0.4; radius = 2; onlyForPlayer = true; condition = "this animationPhase ""Door01"" < 0.5"; statement = "this animate [""Door01"", 1];"; }; class Door01_Close: Door01_Open { displayName = "Close Door"; condition = "this animationPhase ""Door01"" >= 0.5"; statement = "this animate [""Door01"", 0];"; }; class Door02_Open: Door01_Open { position = Door02_Trigger; condition = "this animationPhase ""Door02"" < 0.5"; statement = "this animate [""Door02"", 1];"; }; class Door02_Close: Door02_Open { condition = "this animationPhase ""Door02"" >= 0.5"; statement = "this animate [""Door02"", 0];"; }; class Door03_Open: Door01_Open { position = Door03_Trigger; condition = "this animationPhase ""Door03"" < 0.5"; statement = "this animate [""Door03"", 1];"; }; class Door03_Close: Door02_Open { condition = "this animationPhase ""Door03"" >= 0.5"; statement = "this animate [""Door03"", 0];"; }; class Door04_Open: Door01_Open { position = Door04_Trigger; condition = "this animationPhase ""Door04"" < 0.5"; statement = "this animate [""Door04"", 1];"; }; class Door04_Close: Door02_Open { condition = "this animationPhase ""Door04"" >= 0.5"; statement = "this animate [""Door04"", 0];"; }; class Door05_Open: Door01_Open { position = Door05_Trigger; condition = "this animationPhase ""Door05"" < 0.5"; statement = "this animate [""Door05"", 1];"; }; class Door05_Close: Door02_Open { condition = "this animationPhase ""Door05"" >= 0.5"; statement = "this animate [""Door05"", 0];"; }; class Door06_Open: Door01_Open { position = Door06_Trigger; condition = "this animationPhase ""Door06"" < 0.5"; statement = "this animate [""Door06"", 1];"; }; class Door06_Close: Door02_Open { condition = "this animationPhase ""Door06"" >= 0.5"; statement = "this animate [""Door06"", 0];"; }; class Door07_Open: Door01_Open { position = Door07_Trigger; condition = "this animationPhase ""Door07"" < 0.5"; statement = "this animate [""Door07"", 1];"; }; class Door07_Close: Door02_Open { condition = "this animationPhase ""Door07"" >= 0.5"; statement = "this animate [""Door07"", 0];"; }; class Door08_Open: Door01_Open { position = Door08_Trigger; condition = "this animationPhase ""Door08"" < 0.5"; statement = "this animate [""Door08"", 1];"; }; class Door08_Close: Door02_Open { condition = "this animationPhase ""Door08"" >= 0.5"; statement = "this animate [""Door08"", 0];"; }; }; actionBegin1 = Door01_open; actionEnd1 = Door01_Open; actionBegin2 = Door02_Open; actionEnd2 = Door02_Open; actionBegin3 = Door03_Open; actionEnd3 = Door03_Open; actionBegin4 = Door04_Open; actionEnd4 = Door04_Open; actionBegin5 = Door05_Open; actionEnd5 = Door05_Open; actionBegin6 = Door06_Open; actionEnd6 = Door06_Open; actionBegin7 = Door07_Open; actionEnd7 = Door07_Open; actionBegin8 = Door08_Open; actionEnd8 = Door08_Open; numberOfDoors = 9; }; }; }; model.cfg: class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class CG_CityBank_01_F_skeleton: Default { skeletonInherit = "Default"; skeletonBones[] = { "Door01", "", "Door02", "", "Door03", "", "Door04", "", "Door05", "", "Door06", "", "Door07", "", "Door08", "", "VaultDoor_Full", "", "VaultDoor_Handle", "VaultDoor_Full", "VaultDoor_Handle_Axis", "VaultDoor_Full", "VaultDoor_Bottom", "VaultDoor_Full", "VaultDoor_Bottom_Axis", "VaultDoor_Full" }; }; }; class CfgModels { class default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class CG_CityBank_01_F: Default { skeletonName = "CG_CityBank_01_F_skeleton"; sections[] = {}; sectionsInherit = ""; class Animations { class Door01_rot { type = rotation; source = Door01_Source; selection = Door01; axis = Door01_Axis; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = (rad 110) }; class Door02_rot: Door01_rot { source = Door02_Source; selection = Door02; axis = Door02_Axis; }; class Door03_rot: Door01_rot { source = Door03_Source; selection = Door03; axis = Door03_Axis; }; class Door04_rot: Door01_rot { source = Door04_Source; selection = Door04; axis = Door04_Axis; }; class Door05_rot: Door01_rot { source = Door05_Source; selection = Door05; axis = Door05_Axis; }; class Door06_rot: Door01_rot { source = Door06_Source; selection = Door06; axis = Door06_Axis; }; class Door07_rot: Door01_rot { source = Door07_Source; selection = Door07; axis = Door07_Axis; }; class Door08_rot: Door01_rot { source = Door08_Source; selection = Door08; axis = Door08_Axis; }; }; }; }; Any help is appreciated
  21. jimmybulmer

    Doors not working in config.cpp and model.cfg

    Ok thanks in advance
  22. jimmybulmer

    Doors not working in config.cpp and model.cfg

    Yer I just meant I was doing what you said. It didnt work (I have kept it that way in the config though)
  23. jimmybulmer

    Doors not working in config.cpp and model.cfg

    Have tried both of these neither worked the doors vertex groups are correct (Door0# - Door0#_Axis - Door0#_Trigger)
  24. jimmybulmer

    Doors not working in config.cpp and model.cfg

    Have fixed the speechmarks and a missing semi-colon that didn't fix it will try m1lkm8ns suggestion now
  25. jimmybulmer

    Help - config.cpp & model.cfg

    I get this error No entry 'bin\config.bin/CfgVehicles/Land_CG_CityBank_01_F.side'.
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