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mcfck

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Posts posted by mcfck


  1. class CfgPatches
    {
    	class testhouse
    	{
    		units[]=
    		{
    			"testhouse"
    		};
    		weapons[]={};
    		requiredVersion=0.1;
    		requiredAddons[]=
    		{
    			""
    		};
    	};
    };
    class CfgVehicleClasses
    {
    	class testhouse
    	{
    		displayName="testhouse";
    	};
    };
    class CfgVehicles
    {
    	class House;
    	class House_EP1;
    	class Ruins_EP1;
    	class Land_testhouse: House_EP1
    	{
    		scope=2;
    		displayname="testhouse";
    		vehicleClass="testhouse";
    		armor=1000;
    		model="\testhouse\testhouse";
    		class HitPoints
    		{
    			class blank
    			{
    				armor=9.9999997e-005;
    				material=-1;
    				name="blank";
    				visual="blank";
    				passThrough=0.80000001;
    			};
    		};
    		class AnimationSources
    		{
    			class door
    			{
    				source="user";
    				animPeriod=2;
    				initPhase=0;
    			};
    		};
    		class UserActions
    		{
    			class OpenDoor1
    			{
    				displayName="Open Door1";
    				position="pos_door1";
    				radius=1;
    				onlyForPlayer=0;
    				condition="this animationPhase ""door1"" < 0.5";
    				statement="this animate [""door1"", 1];";
    			};
    all other doors down here
    
    			};
    		};
    	};
    };

    I NEED HELP. Cant find my house in editor


  2. [localize "HAND_SIGNALS_NAME", "toggle", localize "HAND_SIGNALS_TOGGLE", {call CRP_fnc_toggleThsMod}, {}, [DIK_CAPITAL, [false, false, false]], false] call cba_fnc_addKeybind;
     

    [localize "HAND_SIGNALS_NAME", "point", localize "HAND_SIGNALS_POINT", {"CRPTHSPoint" call CRP_fnc_playSignal}, {}, [DIK_LSHIFT, [false, false, false]], false] call cba_fnc_addKeybind;

    I have this. I want to make animation works when i press CAPS LOCK. Any Ideas?


  3. Hello! Im try to create uniform. I use a tepmlate and create model, after i try to build my addon and it give me errors like:
    File C:\.....config.cpp,line 4:/cfgWeapons.U_B_soldier_new:Undefined base class `Uniform_Base`
    Config: some input after EndOfFile
    Error reading config file `C:/...config.cpp`
    Class destroyed with lock count 1
    My config:
     

    /// Uniform config ///
     
    class cfgWeapons
    {
        class UniformItem;
     
        class U_B_soldier_new: Uniform_Base
        {
            author = "Splendid Modder";
            scope = 2;
            displayName = "New Uniform";
            picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa";
            model = "\uniform\uni.p3d";
            hiddenSelections[] = {"camo"};
            hiddenSelectionsTextures[] = {"\A3\Characters_F_New\BLUFOR\Data\b_soldier_new.paa"};
     
            class ItemInfo: UniformItem
            {
                uniformModel = "-";
                uniformClass = B_soldier_new;
                containerClass = Supply40;
                mass = 40;
            };
        };
    };
    

  4. I try to import helicopter from arma 2 to arma 3,after fixing model i try to pack addon and i have error some input after end of file. Any ideas?
    My config.cpp
     

    
    class CfgPatches {
    
    	class yup_US_Navy_hh60j {
    		units = {"yup_HH60J"};
    		requiredAddons = {"CACharacters", "CACharacters2", "CAWeapons", "yup_uscg_pilots"};
    	};
    };
    
    class CfgMovesBasic {
    	/*extern*/ class DefaultDie;
    	/*extern*/ class Actions;
    
    	class ManActions {
    		UH60_Pilot = "UH60_Pilot";
    		UH60_Gunner = "UH60_Gunner";
    		UH60_Cargo01 = "UH60_Cargo01";
    		UH60_Cargo02 = "UH60_Cargo02";
    	};
    };
    
    class CfgFactionClasses {
    
    	class USCoastGuard {
    		displayName = "US Coast Guard";
    		priority = 1;
    		side = 1;
    	};
    };
    
    class CfgAmmo {
    	/*extern*/ class MissileBase;
    
    	class yup_JayhawkFueltankAmmo: MissileBase {
    		hit = 1;
    		indirectHit = 1;
    		indirectHitRange = 1;
    		typicalSpeed = 10;
    		cost = 100;
    		deflecting = 1;
    		airLock = 0;
    		model = "\hh60j\fueltank_j";
    		proxyShape = "\hh60j\fueltank_j";
    	};
    
    	class yup_EmptyAmmo: MissileBase {
    		hit = 1;
    		indirectHit = 1;
    		indirectHitRange = 1;
    		typicalSpeed = 10;
    		cost = 100;
    		deflecting = 1;
    		airLock = 0;
    		model = "\hh60j\empty";
    		proxyShape = "\hh60j\empty";
    	};
    
    	class yup_fakeAmmo: MissileBase {
    		airLock = 0;
    		hit = 1;
    		indirectHit = 1;
    		indirectHitRange = 1;
    		typicalSpeed = 10;
    		maxSpeed = 10;
    		cost = 100;
    		effectsMissile = "NoEffect";
    		muzzleEffect = "NoEffect";
    		CraterEffects = "NoEffect";
    		explosionEffects = "NoEffect";
    		explosive = 0;
    		deflecting = 1;
    		model = "";
    		proxyShape = "";
    	};
    };
    
    class CfgMagazines {
    	/*extern*/ class Default;
    
    	class CA_Magazine: Default {
    	};
    
    	class VehicleMagazine: CA_Magazine {
    	};
    
    	class yup_1Rnd_JayhawkFueltank: VehicleMagazine {
    		scope = 2;
    		displayName = "Fueltank";
    		ammo = "yup_JayhawkFueltankAmmo";
    		count = 1;
    	};
    
    	class yup_2Rnd_JayhawkFueltank: yup_1Rnd_JayhawkFueltank {
    		count = 2;
    	};
    
    	class yup_3Rnd_JayhawkFueltank: yup_1Rnd_JayhawkFueltank {
    		count = 3;
    	};
    
    	class yup_1Rnd_Empty: VehicleMagazine {
    		scope = 2;
    		displayName = "Empty";
    		ammo = "yup_EmptyAmmo";
    		count = 1;
    	};
    
    	class yup_2Rnd_Empty: yup_1Rnd_Empty {
    		count = 2;
    	};
    
    	class yup_3Rnd_Empty: yup_1Rnd_Empty {
    		count = 3;
    	};
    
    	class yup_fakeMagazine: VehicleMagazine {
    		scope = 2;
    		displayName = "";
    		ammo = "yup_fakeAmmo";
    		count = 1;
    	};
    };
    
    class CfgWeapons {
    	/*extern*/ class Default;
    	/*extern*/ class CannonCore;
    	/*extern*/ class HellfireLauncher;
    
    	class yup_fakeWeapon: HellfireLauncher {
    		cursorAim = "\ca\Weapons\Data\clear_empty";
    		autoFire = 0;
    		initSpeed = 1;
    		displayName = "";
    		minRange = 300;
    		minRangeProbab = 0.980000;
    		midRange = 2000;
    		midRangeProbab = 0.980000;
    		maxRange = 4500;
    		maxRangeProbab = 0.900000;
    		sound = {"", 17.782801, 1};
    		magazines = {"yup_fakeMagazine"};
    	};
    };
    
    class CfgVehicles {
    	/*extern*/ class All;
    
    	class AllVehicles: All {
    
    		class NewTurret {
    		};
    	};
    
    	class Air: AllVehicles {
    	};
    
    	class Helicopter: Air {
    
    		class Turrets {
    
    			class MainTurret: NewTurret {
    				/*extern*/ class viewOptics;
    			};
    		};
    		/*extern*/ class AnimationSources;
    	};
    
    	class yup_HH60J: Helicopter {
    		scope = 2;
    		vehicleclass = "Air";
    		model = "\hh60j\hh60j";
    		displayname = "HH-60J Jayhawk";
    		mapSize = 17;
    		picture = "\hh60j\ico\HH_60J_CA.paa";
    		Icon = "\hh60j\ico\icomap_HH60J_CA.paa";
    		crew = "yup_uscg_Pilot";
    		side = 1;
    		faction = "USCoastGuard";
    		nameSound = "blackhawk";
    		maxSpeed = 270;
    		accuracy = 0.300000;
    		armor = 30;
    		damageResistance = 0.002420;
    		cost = 10000000;
    
    		class MarkerLights {
    
    			class RedStill {
    				name = "cerveny pozicni";
    				color = {0.200000, 0.020000, 0.020000, 1};
    				ambient = {0.300000, 0.030000, 0.030000, 1};
    				brightness = 0.005000;
    				blinking = 0;
    			};
    
    			class BlueStill {
    				name = "siniy pozicni";
    				color = {0.020000, 0.100000, 0.200000, 1};
    				ambient = {0.030000, 0.150000, 0.300000, 1};
    				brightness = 0.005000;
    				blinking = 0;
    			};
    
    			class WhiteStill {
    				name = "bily pozicni";
    				color = {0.200000, 0.200000, 0.200000, 1};
    				ambient = {0.030000, 0.030000, 0.030000, 1};
    				brightness = 0.005000;
    				blinking = 0;
    			};
    
    			class WhiteBlinking {
    				name = "bily pozicni blik";
    				color = {1.000000, 1.000000, 1.000000, 1};
    				ambient = {0.200000, 0.200000, 0.200000, 1};
    				brightness = 0.010000;
    				blinking = 1;
    			};
    
    			class RedBlinking {
    				name = "cerveny pozicni blik";
    				color = {1.000000, 0.050000, 0.050000, 1};
    				ambient = {0.200000, 0.020000, 0.020000, 1};
    				brightness = 0.010000;
    				blinking = 1;
    			};
    		};
    
    		class HitPoints {
    
    			class HitHull {
    				armor = 1;
    				material = 51;
    				name = "NEtrup";
    				visual = "trup";
    				passThrough = 1;
    			};
    
    			class HitEngine {
    				armor = 0.250000;
    				material = 51;
    				name = "motor";
    				visual = "motor";
    				passThrough = 1;
    			};
    
    			class HitAvionics {
    				armor = 0.150000;
    				material = 51;
    				name = "elektronika";
    				visual = "elektronika";
    				passThrough = 1;
    			};
    
    			class HitVRotor {
    				armor = 0.300000;
    				material = 51;
    				name = "tail_blades";
    				visual = "mala vrtule staticka";
    				passThrough = 0;
    			};
    
    			class HitHRotor {
    				armor = 0.200000;
    				material = 51;
    				name = "velka vrtule";
    				visual = "velka vrtule staticka";
    				passThrough = 0;
    			};
    		};
    		mainRotorSpeed = -1;
    		memoryPointLMissile = "Missile_1";
    		memoryPointRMissile = "Missile_2";
    		soundGetIn = {"\ca\Sound\Air\Noises\heli_door_01", 0.316228, 1};
    		soundGetOut = {"\ca\Sound\Air\Noises\heli_door_01", 0.316228, 1, 30};
    		soundEnviron = {"", 0.031623, 1.000000};
    		soundDammage = {"\ca\Air\Data\Sound\alarm_loop1", 0.001000, 1};
    		soundEngineOnInt = {"ca\sounds\Air\UH1Y\int\int-start-final", 0.100000, 1.000000};
    		soundEngineOnExt = {"ca\sounds\Air\UH1Y\ext\ext-motor-start", 1.000000, 1.000000, 800};
    		soundEngineOffInt = {"ca\sounds\Air\UH1Y\int\int-stop-final", 0.100000, 1.000000};
    		soundEngineOffExt = {"ca\sounds\Air\UH1Y\ext\ext-motor-stop", 1.000000, 1.000000, 800};
    
    		class Sounds {
    
    			class Engine {
    				sound = {"ca\sounds\air\uh1y\ext\ext-fly-mode2", 2.511886, 1.000000, 900};
    				frequency = "rotorSpeed";
    				volume = "camPos*((rotorSpeed-0.72)*4)";
    			};
    
    			class RotorLowOut {
    				sound = {"ca\sounds\air\uh1y\int\int-rotor-single5b", 2.511886, 1.000000, 1400};
    				frequency = "rotorSpeed";
    				volume = "camPos*(0 max (rotorSpeed-0.1))";
    				cone = {1.600000, 3.140000, 2.000000, 0.500000};
    			};
    
    			class RotorHighOut {
    				sound = {"ca\sounds\air\uh1y\int\int-rotor-single5a", 2.511886, 1.000000, 1600};
    				frequency = "rotorSpeed";
    				volume = "camPos*10*(0 max (rotorThrust-0.9))";
    				cone = {1.600000, 3.140000, 2.000000, 0.500000};
    			};
    
    			class EngineIn {
    				sound = {"ca\sounds\air\uh1y\int\int-fly-mode7", 3.162278, 1.000000};
    				frequency = "rotorSpeed";
    				volume = "(1-camPos)*((rotorSpeed-0.75)*4)";
    			};
    
    			class RotorLowIn {
    				sound = {"ca\sounds\air\uh1y\int\int-rotor-single5b", 3.162278, 1.000000};
    				frequency = "rotorSpeed";
    				volume = "2*(1-camPos)*((rotorSpeed factor[0.3, 1.1]) min (rotorSpeed factor[1.1, 0.3]))";
    			};
    
    			class RotorHighIn {
    				sound = {"ca\sounds\air\uh1y\int\int-rotor-single5a", 3.162278, 1.000000};
    				frequency = "rotorSpeed";
    				volume = "(1-camPos)*3*(rotorThrust-0.9)";
    			};
    		};
    		driverInAction = "UH60_Pilot";
    		driverAction = "UH60_Pilot";
    		cargoAction = {"UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02"};
    		transportSoldier = 8;
    		driverCompartments = "Compartment1";
    		cargoCompartments = {"Compartment1"};
    		radarType = 4;
    		LockDetectionSystem = 8;
    		IncommingMisslieDetectionSystem = 16;
    		Driverhasflares = "True";
    		weapons = {};
    		magazines = {};
    		memoryPointCM = {"flare_launcher_1", "flare_launcher_2"};
    		memoryPointCMDir = {"flare_launcher_1_dir", "flare_launcher_2_dir"};
    		enableSweep = 0;
    		supplyRadius = 2.500000;
    		initCargoAngleY = 10;
    		minCargoAngleY = -60;
    		maxCargoAngleY = 120;
    		type = 2;
    		threat = {0.300000, 1, 0.400000};
    		typicalCargo = {"SoldierWPilot", "SoldierWPilot", "SoldierWAT", "SoldierWAT"};
    		transportMaxMagazines = 150;
    		transportMaxWeapons = 30;
    		forceHideDriver = 1;
    		castDriverShadow = 0;
    		castCargoShadow = 0;
    		dustEffect = "HeliDust";
    		waterEffect = "HeliWater";
    
    		class Library {
    			libTextDesc = "$STR_POPIS";
    		};
    
    		class Damage {
    			tex = {};
    			mat = {"hh60j\t\glasses.rvmat", "hh60j\t\uh60_skla_damage.rvmat", "hh60j\t\uh60_skla_damage.rvmat", "hh60j\t\hh60j01.rvmat", "hh60j\t\hh60j01_damage.rvmat", "hh60j\t\hh60j01_destruct.rvmat", "hh60j\t\hh60j02.rvmat", "hh60j\t\hh60j02_damage.rvmat", "hh60j\t\hh60j02_destruct.rvmat", "hh60j\t\hh60j03.rvmat", "hh60j\t\hh60j03_damage.rvmat", "hh60j\t\hh60j03_destruct.rvmat", "hh60j\t\hh60j04.rvmat", "hh60j\t\hh60j04_damage.rvmat", "hh60j\t\hh60j04_destruct.rvmat", "hh60j\t\hh60j05.rvmat", "hh60j\t\hh60j05_damage.rvmat", "hh60j\t\hh60j05_destruct.rvmat", "hh60j\t\hh60j06.rvmat", "hh60j\t\hh60j06_damage.rvmat", "hh60j\t\hh60j06_destruct.rvmat", "hh60j\t\rotorJ.rvmat", "hh60j\t\rotorJ_damage.rvmat", "hh60j\t\rotorJ_destruct.rvmat", "hh60j\t\intJ_1.rvmat", "hh60j\t\intJ_1.rvmat", "hh60j\t\intJ_1_destruct.rvmat", "hh60j\t\intJ_2.rvmat", "hh60j\t\intJ_2.rvmat", "hh60j\t\intJ_2_destruct.rvmat", "hh60j\t\intJ_3.rvmat", "hh60j\t\intJ_3.rvmat", "hh60j\t\intJ_3_destruct.rvmat", "hh60j\t\intJ_6.rvmat", "hh60j\t\intJ_6.rvmat", "hh60j\t\intJ_6_destruct.rvmat", "hh60j\t\bkabine.rvmat", "hh60j\t\bkabine_damage.rvmat", "hh60j\t\bkabine_destruct.rvmat", "hh60j\t\panelF.rvmat", "hh60j\t\panelF.rvmat", "hh60j\t\panelF_destruct.rvmat", "hh60j\t\panel2F.rvmat", "hh60j\t\panel2F.rvmat", "hh60j\t\panel2F_destruct.rvmat", "hh60j\t\panel3B.rvmat", "hh60j\t\panel3B.rvmat", "hh60j\t\panel3B_destruct.rvmat", "hh60j\t\panelF_low.rvmat", "hh60j\t\panelF_low.rvmat", "hh60j\t\panelF_low_destruct.rvmat", "hh60j\t\navy_seat.rvmat", "hh60j\t\navy_seat.rvmat", "hh60j\t\navy_seat_destruct.rvmat"};
    		};
    
    		class Turrets: Turrets {
    
    			class MainTurret: MainTurret {
    				body = "flir_turret";
    				gun = "flir";
    				minElev = -60;
    				maxElev = 110;
    				initElev = -60;
    				minTurn = -180;
    				maxTurn = 180;
    				initTurn = 0;
    				soundServo = {"", 0.010000, 1.000000};
    				gunBeg = "gun";
    				gunEnd = "gunnerview";
    				weapons = {"yup_fakeWeapon"};
    				magazines = {"yup_2Rnd_JayhawkFueltank"};
    				gunnerName = "copilot";
    				gunnerOpticsModel = "\ca\air\optika_AH1Z";
    				gunnerOutOpticsShowCursor = 0;
    				gunnerOpticsShowCursor = 0;
    				gunnerAction = "UH60_Pilot";
    				gunnerInAction = "UH60_Pilot";
    				gunnerCanSee = 31;
    				radarType = 4;
    				primaryGunner = 1;
    				commanding = -1;
    				stabilizedInAxes = "StabilizedInAxesBoth";
    
    				class ViewOptics {
    					initAngleX = 0;
    					minAngleX = -30;
    					maxAngleX = 30;
    					initAngleY = 0;
    					minAngleY = -100;
    					maxAngleY = 100;
    					initFov = 0.420000;
    					minFov = 0.022000;
    					maxFov = 0.940000;
    				};
    				outGunnerMayFire = 1;
    				memoryPointsGetInGunner = "pos gunner";
    				memoryPointsGetInGunnerDir = "pos gunner dir";
    				memoryPointGun = "gun";
    				memoryPointGunnerOptics = "gunnerview";
    				castGunnerShadow = 1;
    				viewGunnerShadow = 0;
    				gunnerForceOptics = 0;
    				lockWhenDriverOut = 0;
    			};
    		};
    
    		class AnimationSources {
    
    			class HoistHide {
    				source = "user";
    				animPeriod = 0;
    				initPhase = 0;
    			};
    
    			class MovePilotDoor {
    				source = "user";
    				animPeriod = 1;
    				initPhase = 0;
    			};
    
    			class MoveCopilotDoor {
    				source = "user";
    				animPeriod = 1;
    				initPhase = 0;
    			};
    
    			class MoveCargoDoor {
    				source = "user";
    				animPeriod = 1;
    				initPhase = 0;
    			};
    
    			class Move2nd_windowDoor {
    				source = "user";
    				animPeriod = 1;
    				initPhase = 0;
    			};
    
    			class Move1st_windowDoor {
    				source = "user";
    				animPeriod = 1;
    				initPhase = 0;
    			};
    
    			class MoveLeftElevator {
    				source = "user";
    				animPeriod = 4;
    				initPhase = 0;
    			};
    
    			class MoveRightElevator {
    				source = "user";
    				animPeriod = 4;
    				initPhase = 0;
    			};
    
    			class MoveBlade1 {
    				source = "user";
    				animPeriod = 5;
    				initPhase = 0;
    			};
    
    			class MoveBlade2 {
    				source = "user";
    				animPeriod = 15;
    				initPhase = 0;
    			};
    
    			class MoveBlade3 {
    				source = "user";
    				animPeriod = 15;
    				initPhase = 0;
    			};
    
    			class MoveBlade4 {
    				source = "user";
    				animPeriod = 5;
    				initPhase = 0;
    			};
    
    			class MoveTail {
    				source = "user";
    				animPeriod = 15;
    				initPhase = 0;
    			};
    
    			class mainRotorFold {
    				source = "user";
    				animPeriod = 3;
    			};
    
    			class spread_incomplete {
    				source = "user";
    				animPeriod = 0;
    				initPhase = 1;
    			};
    		};
    
    		class Reflectors {
    
    			class Left {
    				color = {0.800000, 0.800000, 1.000000, 1.000000};
    				ambient = {0.020000, 0.020000, 0.020000, 1.000000};
    				position = "L svetlo";
    				direction = "konec L svetla";
    				hitpoint = "L svetlo";
    				selection = "L svetlo";
    				size = 0.300000;
    				brightness = 0.300000;
    			};
    
    			class Right {
    				color = {0.800000, 0.800000, 1.000000, 1.000000};
    				ambient = {0.020000, 0.020000, 0.020000, 1.000000};
    				position = "P svetlo";
    				direction = "konec P svetla";
    				hitpoint = "P svetlo";
    				selection = "P svetlo";
    				size = 0.300000;
    				brightness = 0.300000;
    			};
    
    			class Left2 {
    				color = {0.800000, 0.800000, 1.000000, 1.000000};
    				ambient = {0.070000, 0.070000, 0.070000, 1.000000};
    				position = "svetlo";
    				direction = "konec svetla";
    				hitpoint = "svetlo";
    				selection = "svetlo";
    				size = 0.300000;
    				brightness = 0.200000;
    			};
    
    			class Left3 {
    				color = {0.800000, 0.800000, 1.000000, 1.000000};
    				ambient = {0.070000, 0.070000, 0.070000, 1.000000};
    				position = "Cabine_lgt";
    				direction = "Cabine_lgt_dir";
    				hitpoint = "Cabine_lgr";
    				selection = "Cabine_lgt";
    				size = 0;
    				brightness = 0.100000;
    			};
    		};
    
    		class UserActions {
    
    			class OpenCargoDoor {
    				displayName = "Open Door";
    				position = "pos cargo";
    				radius = 2;
    				condition = "this animationPhase "MoveCargoDoor" < 0.5";
    				statement = "this animate["MoveCargoDoor",1]";
    				onlyforplayer = 0;
    				showWindow = 0;
    			};
    
    			class CloseCargoDoor: OpenCargoDoor {
    				displayName = "Close Door";
    				condition = "this animationPhase "MoveCargoDoor" > 0.5";
    				statement = "this animate["MoveCargoDoor",0]";
    			};
    
    			class OpenCargoDoors {
    				displayName = "Open Door";
    				position = "pos driver";
    				radius = 2;
    				condition = "((this animationPhase "MoveCargoDoor" < 0.5) ) and not (player == driver this) and not (player == gunner this) and (player in this)";
    				statement = "this animate["MoveCargoDoor",1]";
    				onlyforplayer = 0;
    				showWindow = 0;
    			};
    
    			class CloseCargoDoors {
    				displayName = "Close Door";
    				position = "pos driver";
    				radius = 2;
    				condition = "((this animationPhase "MoveCargoDoor" > 0.5)) and not (player == driver this) and not (player == gunner this) and (player in this)";
    				statement = "this animate["MoveCargoDoor",0]";
    				onlyforplayer = 0;
    				showWindow = 0;
    			};
    
    			class OpenPilotDoor {
    				displayName = "Open Door";
    				position = "pos driver";
    				radius = 2;
    				condition = "(this animationPhase "MovePilotDoor" < 0.5) and not (player in this)";
    				statement = "this animate["MovePilotDoor",1]";
    				onlyforplayer = 1;
    				showWindow = 0;
    			};
    
    			class OpenPilotDoorIn {
    				displayName = "Open Door";
    				position = "pos driver";
    				radius = 2;
    				condition = "(this animationPhase "MovePilotDoor" < 0.5) and (player == driver this) and ((speed this)<=10)";
    				statement = "this animate["MovePilotDoor",1]";
    				onlyforplayer = 0;
    				showWindow = 0;
    			};
    
    			class ClosePilotDoor {
    				displayName = "Close Door";
    				position = "pos driver";
    				radius = 2;
    				condition = "this animationPhase "MovePilotDoor" > 0.5";
    				statement = "this animate["MovePilotDoor",0]";
    				onlyforplayer = 1;
    				showWindow = 0;
    			};
    
    			class OpenCopilotDoor {
    				displayName = "Open Door";
    				position = "pos gunner";
    				radius = 2;
    				condition = "(this animationPhase "MoveCopilotDoor" < 0.5)  and not (player in this)";
    				statement = "this animate["MoveCopilotDoor",1]";
    				onlyforplayer = 1;
    				showWindow = 0;
    			};
    
    			class OpenCopilotDoorIn {
    				displayName = "Open Door";
    				position = "pos driver";
    				radius = 2;
    				condition = "(this animationPhase "MoveCopilotDoor" < 0.5)  and (player == gunner this) and ((speed this)<=10)";
    				statement = "this animate["MoveCopilotDoor",1]";
    				onlyforplayer = 1;
    				showWindow = 0;
    			};
    
    			class CloseCopilotDoor {
    				displayName = "Close Door";
    				position = "pos gunner";
    				radius = 2;
    				condition = "this animationPhase "MoveCopilotDoor" > 0.5";
    				statement = "this animate["MoveCopilotDoor",0]";
    				onlyforplayer = 1;
    				showWindow = 0;
    			};
    
    			class CloseCopilotDoorIn {
    				displayName = "Close Door";
    				position = "pos driver";
    				radius = 2;
    				condition = "(this animationPhase "MoveCopilotDoor" > 0.5)  and (player == gunner this)";
    				statement = "this animate["MoveCopilotDoor",0]";
    				onlyforplayer = 1;
    				showWindow = 0;
    			};
    
    			class OpenWindows {
    				displayName = "Open Windows";
    				position = "window_pos";
    				radius = 3;
    				condition = "this animationPhase "Move1st_windowDoor" < 0.5";
    				statement = "this animate["Move1st_windowDoor",1];this animate["Move2nd_windowDoor",1]";
    				onlyforplayer = 1;
    				showWindow = 0;
    			};
    
    			class CloseWindows {
    				displayName = "Close Windows";
    				position = "window_pos";
    				radius = 3;
    				condition = "this animationPhase "Move1st_windowDoor" > 0.5";
    				statement = "this animate["Move1st_windowDoor",0];this animate["Move2nd_windowDoor",0]";
    				onlyforplayer = 1;
    				showWindow = 0;
    			};
    
    			class OpenWindowsIn {
    				displayName = "Open Windows";
    				position = "pos driver";
    				radius = 3;
    				condition = "(this animationPhase "Move1st_windowDoor" < 0.5) and not (player == driver this) and not (player == gunner this) and (player in this)";
    				statement = "this animate["Move1st_windowDoor",1];this animate["Move2nd_windowDoor",1]";
    				onlyforplayer = 1;
    				showWindow = 0;
    			};
    
    			class CloseWindowsIn {
    				displayName = "Close Windows";
    				position = "pos driver";
    				radius = 3;
    				condition = "(this animationPhase "Move1st_windowDoor" > 0.5) and not (player == driver this) and not (player == gunner this) and (player in this)";
    				statement = "this animate["Move1st_windowDoor",0];this animate["Move2nd_windowDoor",0]";
    				onlyforplayer = 1;
    				showWindow = 0;
    			};
    
    			class FoldTail {
    				displayName = "Fold blades and tail";
    				position = "pos driver";
    				radius = 2;
    				condition = "(this animationPhase "rotor_brake" < 0.1) and (this animationPhase "MoveLeftElevator" < 0.5) and (!isEngineOn this) and (speed this < 1) and (player == driver this)";
    				statement = "this exec "\hh60j\scripts\SH60fold.sqs"";
    				onlyforplayer = 1;
    				showWindow = 0;
    			};
    
    			class SpreadTail {
    				displayName = "Spread blades and tail";
    				position = "pos driver";
    				radius = 2;
    				condition = "(this animationPhase "MoveLeftElevator" > 0.5) and (!isEngineOn this) and (speed this < 1) and (player == driver this)";
    				statement = "this exec "\hh60j\scripts\SH60spread.sqs"";
    				onlyforplayer = 1;
    				showWindow = 0;
    			};
    		};
    	};
    
    	class yup_MH60J: yup_HH60J {
    		model = "\hh60j\mh60j";
    		displayname = "MH-60J Jayhawk";
    		cargoAction = {"UH60_Cargo02", "UH60_Gunner", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02"};
    		transportSoldier = 7;
    
    		class Turrets: Turrets {
    
    			class MainTurret: MainTurret {
    				weapons = {"yup_fakeWeapon"};
    				magazines = {"yup_2Rnd_JayhawkFueltank"};
    				primaryGunner = 0;
    			};
    
    			class RightTurret: MainTurret {
    				body = "otocvez";
    				gun = "otochlaven";
    				proxyIndex = 2;
    				minElev = -88;
    				maxElev = 10;
    				initElev = -88;
    				minTurn = -165;
    				maxTurn = -15;
    				initTurn = -90;
    				animationSourceBody = "otocvez";
    				animationSourceGun = "otochlaven";
    				memoryPointsGetInGunner = "pos cargo";
    				memoryPointsGetInGunnerDir = "pos cargo dir";
    				animationSourceHatch = "";
    				memoryPointGun = "mgun_1";
    				memoryPointGunnerOptics = "gunneroptic_1";
    				soundServo = {"", 0.010000, 1.000000};
    				stabilizedInAxes = "StabilizedInAxesNone";
    				gunBeg = "mgun_beg_1";
    				gunEnd = "mgun_end_1";
    				selectionFireAnim = "zasleh";
    				weapons = {"M240_veh"};
    				magazines = {"100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240"};
    				gunnerName = "$STR_POSITION_DOORGUNNER";
    				gunnerOpticsModel = "\ca\weapons\optika_empty";
    				gunnerOutOpticsShowCursor = 1;
    				gunnerOpticsShowCursor = 1;
    				gunnerAction = "MH60_Gunner";
    				gunnerInAction = "MH60_Gunner";
    				gunnerCompartments = "Compartment1";
    				gunnerForceOptics = 0;
    				primaryGunner = 1;
    
    				class ViewOptics {
    					initAngleX = 0;
    					minAngleX = -30;
    					maxAngleX = 30;
    					initAngleY = 0;
    					minAngleY = -100;
    					maxAngleY = 100;
    					initFov = 0.700000;
    					minFov = 0.250000;
    					maxFov = 1.100000;
    				};
    			};
    		};
    
    		class AnimationSources {
    
    			class HoistHide {
    				source = "user";
    				animPeriod = 0;
    				initPhase = 0;
    			};
    
    			class MovePilotDoor {
    				source = "user";
    				animPeriod = 1;
    				initPhase = 0;
    			};
    
    			class MoveCopilotDoor {
    				source = "user";
    				animPeriod = 1;
    				initPhase = 0;
    			};
    
    			class MoveCargoDoor {
    				source = "user";
    				animPeriod = 1;
    				initPhase = 1;
    			};
    
    			class Move2nd_windowDoor {
    				source = "user";
    				animPeriod = 1;
    				initPhase = 0;
    			};
    
    			class Move1st_windowDoor {
    				source = "user";
    				animPeriod = 1;
    				initPhase = 0;
    			};
    
    			class MoveLeftElevator {
    				source = "user";
    				animPeriod = 4;
    				initPhase = 0;
    			};
    
    			class MoveRightElevator {
    				source = "user";
    				animPeriod = 4;
    				initPhase = 0;
    			};
    
    			class MoveBlade1 {
    				source = "user";
    				animPeriod = 5;
    				initPhase = 0;
    			};
    
    			class MoveBlade2 {
    				source = "user";
    				animPeriod = 15;
    				initPhase = 0;
    			};
    
    			class MoveBlade3 {
    				source = "user";
    				animPeriod = 15;
    				initPhase = 0;
    			};
    
    			class MoveBlade4 {
    				source = "user";
    				animPeriod = 5;
    				initPhase = 0;
    			};
    
    			class MoveTail {
    				source = "user";
    				animPeriod = 15;
    				initPhase = 0;
    			};
    
    			class mainRotorFold {
    				source = "user";
    				animPeriod = 3;
    			};
    
    			class spread_incomplete {
    				source = "user";
    				animPeriod = 0;
    				initPhase = 1;
    			};
    		};
    
    		class UserActions {
    
    			class OpenPilotDoor {
    				displayName = "Open Door";
    				position = "pos driver";
    				radius = 2;
    				condition = "(this animationPhase "MovePilotDoor" < 0.5) and not (player in this)";
    				statement = "this animate["MovePilotDoor",1]";
    				onlyforplayer = 1;
    				showWindow = 0;
    			};
    
    			class OpenPilotDoorIn {
    				displayName = "Open Door";
    				position = "pos driver";
    				radius = 2;
    				condition = "(this animationPhase "MovePilotDoor" < 0.5) and (player == driver this) and ((speed this)<=10)";
    				statement = "this animate["MovePilotDoor",1]";
    				onlyforplayer = 0;
    				showWindow = 0;
    			};
    
    			class ClosePilotDoor {
    				displayName = "Close Door";
    				position = "pos driver";
    				radius = 2;
    				condition = "this animationPhase "MovePilotDoor" > 0.5";
    				statement = "this animate["MovePilotDoor",0]";
    				onlyforplayer = 1;
    				showWindow = 0;
    			};
    
    			class OpenCopilotDoor {
    				displayName = "Open Door";
    				position = "pos gunner";
    				radius = 2;
    				condition = "(this animationPhase "MoveCopilotDoor" < 0.5)  and not (player in this)";
    				statement = "this animate["MoveCopilotDoor",1]";
    				onlyforplayer = 1;
    				showWindow = 0;
    			};
    
    			class OpenCopilotDoorIn {
    				displayName = "Open Door";
    				position = "pos driver";
    				radius = 2;
    				condition = "(this animationPhase "MoveCopilotDoor" < 0.5)  and (player == gunner this) and ((speed this)<=10)";
    				statement = "this animate["MoveCopilotDoor",1]";
    				onlyforplayer = 1;
    				showWindow = 0;
    			};
    
    			class CloseCopilotDoor {
    				displayName = "Close Door";
    				position = "pos gunner";
    				radius = 2;
    				condition = "this animationPhase "MoveCopilotDoor" > 0.5";
    				statement = "this animate["MoveCopilotDoor",0]";
    				onlyforplayer = 1;
    				showWindow = 0;
    			};
    
    			class CloseCopilotDoorIn {
    				displayName = "Close Door";
    				position = "pos driver";
    				radius = 2;
    				condition = "(this animationPhase "MoveCopilotDoor" > 0.5)  and (player == gunner this)";
    				statement = "this animate["MoveCopilotDoor",0]";
    				onlyforplayer = 1;
    				showWindow = 0;
    			};
    
    			class OpenWindows {
    				displayName = "Open Windows";
    				position = "window_pos";
    				radius = 3;
    				condition = "this animationPhase "Move1st_windowDoor" < 0.5";
    				statement = "this animate["Move1st_windowDoor",1];this animate["Move2nd_windowDoor",1]";
    				onlyforplayer = 1;
    				showWindow = 0;
    			};
    
    			class CloseWindows {
    				displayName = "Close Windows";
    				position = "window_pos";
    				radius = 3;
    				condition = "this animationPhase "Move1st_windowDoor" > 0.5";
    				statement = "this animate["Move1st_windowDoor",0];this animate["Move2nd_windowDoor",0]";
    				onlyforplayer = 1;
    				showWindow = 0;
    			};
    
    			class OpenWindowsIn {
    				displayName = "Open Windows";
    				position = "pos driver";
    				radius = 3;
    				condition = "(this animationPhase "Move1st_windowDoor" < 0.5) and not (player == driver this) and not (player == gunner this) and (player in this)";
    				statement = "this animate["Move1st_windowDoor",1];this animate["Move2nd_windowDoor",1]";
    				onlyforplayer = 1;
    				showWindow = 0;
    			};
    
    			class CloseWindowsIn {
    				displayName = "Close Windows";
    				position = "pos driver";
    				radius = 3;
    				condition = "(this animationPhase "Move1st_windowDoor" > 0.5) and not (player == driver this) and not (player == gunner this) and (player in this)";
    				statement = "this animate["Move1st_windowDoor",0];this animate["Move2nd_windowDoor",0]";
    				onlyforplayer = 1;
    				showWindow = 0;
    			};
    
    			class FoldTail {
    				displayName = "Fold blades and tail";
    				position = "pos driver";
    				radius = 2;
    				condition = "(this animationPhase "rotor_brake" < 0.1) and (this animationPhase "MoveLeftElevator" < 0.5) and (!isEngineOn this) and (speed this < 1) and (player == driver this)";
    				statement = "this exec "\hh60j\scripts\SH60fold.sqs"";
    				onlyforplayer = 1;
    				showWindow = 0;
    			};
    
    			class SpreadTail {
    				displayName = "Spread blades and tail";
    				position = "pos driver";
    				radius = 2;
    				condition = "(this animationPhase "MoveLeftElevator" > 0.5) and (!isEngineOn this) and (speed this < 1) and (player == driver this)";
    				statement = "this exec "\hh60j\scripts\SH60spread.sqs"";
    				onlyforplayer = 1;
    				showWindow = 0;
    			};
    		};
    	};
    };
    
    class CfgNonAIVehicles {
    	/*extern*/ class ProxyWeapon;
    
    	class Proxyfueltank_j: ProxyWeapon {
    		model = "\hh60j\fueltank_j";
    		simulation = "maverickweapon";
    	};
    };
    
    

  5. Hello! I need help. My game crash when i place my model,i create this model. Why it happend? How I can fix it?
    My config.cpp

     

    #include "basicdefines_A3.hpp"
    
    class CfgPatches
    {
    	class rl 
    	{
    		requiredAddons[] = {"A3_Structures_F"};
    		requiredVersion = 0.1;
    		units[] =
    		{
    			"Hard"
    		};
    		weapons[] = {};
    	};
    };
    
    class CfgVehicleClasses {
    
    	class House {
    		displayName = "Hard";
    	};
    };
    
    class CfgVehicles
    {
    	class House;
    	class House_f: House
    	{
    		class DestructionEffects;
    	};
    	
    	class rl: House_f
    	{
    		vehicleClass = "House";
    		model="\poteem\rou.p3d";
    		scope=2;
    		displayName="Hard";
    		armor=999999;
    	};
    
    
    };
    
    

  6. I try to mark doors to open they in game but it doesn`t work.

    My config.cpp

    #include "cfgPatches.hpp"
    
    class CfgVehicles
    {
    	
    	class House;
    	class House_F: House
    	{
    		class DestructionEffects;
    	};
    	class Ruins_F;
    
    	
    	class Ho: House_F
    	{
    		scope = 2; 
    		displayName = "Ho"; 
    		model = ho\hl\ho.p3d; // filepath
    		vehicleClass = Structures; // Object in the in-game editor
    		mapSize = 16; 
    		cost = 40000;
    
    		class DestructionEffects: DestructionEffects
    		{
    		};
    		class HitPoints 
    		{
    		};
    		class Damage
    		{
    		};
    		
    		class UserActions {
    			
    			class open_door_1 {
    				displayName = "Open Door";
    				position = "door0";
    				radius = 3;
    				onlyForplayer = "false";
    				condition = "this animationPhase "Door_1"<0.5";
    				statement = "this animate ["Door_1", 1]";
    			};
    		};
    	};
    };
    
    
    
     

    oDA9eKAowa0.jpg

    4wstUXAniko.jpg

    Error text: Build failed. Result code= 1
    CfgConvert task failed.
    File ho\hl\config.cpp, line 37: `/CfgVehicles/Ho/UserActions/open_door_1.Door_1`:` encountered instead of `=`
    Config : some input after EndOfFile
    Error reading config file ho\hl\config.cpp
    Class destroyed with lock count 1

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