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mcfck

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Everything 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. I made animation, and I dont know how play it in-game. Any ideas?
  4. Hello! Someone know how to make closed pbo? I want to people cant open my pbo files.
  5. 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; }; }; };
  6. mcfck

    Uniform Config

    For move my model from underground i need model.cfg ?
  7. mcfck

    Uniform Config

    I newbie in creating uniform. I try to find help in internet but i dont find nothing intresting.
  8. mcfck

    Uniform Config

    I dont have model.cfg. How i can create this?
  9. mcfck

    Uniform Config

    Thanks! But this dont work in-game. I make model,textures and config and use addon builder. But this dont show in game.
  10. 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"; }; };
  11. I cant play on RP servers with Altis map.When i connect after 5 sec. i see that "session closed" or "you were kicked". That i have on all RP server with Altis map. Any ideas?
  12. mcfck

    Game crash

    Fixed. It was wrong LODs
  13. mcfck

    Game crash

    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; }; };
  14. 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]"; }; }; }; }; 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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