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ArmaAddict7

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  1. Hey guys, I have a problem with one of the models i'm working with... Bare with me as I have never done light animations via script before but I was given the config and model scripts and they work on a previous addon however do not work on mine when I transfer the model and config over and just change the class names etc. _topbarTexture = "firetruck\textures\lightbar.paa"; _everthingelse = "firetruck\textures\emerglights.paa"; _car = _this select 0; while{alive _car}do{ if(_car getVariable "AM_Lightbar" == 1)then{ _car setObjectTexture [1,_everthingelse]; _car setObjectTexture [2, ""]; _car setObjectTexture [3,_topbarTexture]; _car setObjectTexture [4,""]; _car setObjectTexture [12,_everthingelse]; _car setObjectTexture [13, ""]; _car setObjectTexture [15, ""]; _car setObjectTexture [14,_everthingelse]; _car setObjectTexture [16,_topbarTexture]; _car setObjectTexture [17,""]; _light_r = "#lightpoint" createVehicle (position _car); _light_r setLightBrightness 0.1; _light_r setLightAmbient [0, 0, 1]; _light_r setLightColor [0, 0, 1]; _light_r lightAttachObject [_car, [1,0,-1]]; sleep 0.1; _car setObjectTexture [1,""]; _car setObjectTexture [2, ""]; _car setObjectTexture [16,""]; _car setObjectTexture [17,""]; sleep 0.1; _car setObjectTexture [1,_everthingelse]; _car setObjectTexture [2, ""]; _car setObjectTexture [16,_topbarTexture]; _car setObjectTexture [17,""]; sleep 0.1; _car setObjectTexture [2,_everthingelse]; _car setObjectTexture [1, ""]; _car setObjectTexture [4,_topbarTexture]; _car setObjectTexture [3,""]; _car setObjectTexture [13,_everthingelse]; _car setObjectTexture [12, ""]; _car setObjectTexture [14, ""]; _car setObjectTexture [15,_everthingelse]; _car setObjectTexture [17,_topbarTexture]; _car setObjectTexture [16,""]; deletevehicle _light_r; _light_r = "#lightpoint" createVehicle (position _car); _light_r setLightBrightness 0.1; _light_r setLightAmbient [1, 0, 0]; _light_r setLightColor [1, 0, 0]; _light_r lightAttachObject [_car, [-1,0,-1]]; sleep 0.1; _car setObjectTexture [2,""]; _car setObjectTexture [1, ""]; _car setObjectTexture [16,""]; _car setObjectTexture [17,""]; sleep 0.1; _car setObjectTexture [2,_everthingelse]; _car setObjectTexture [1, ""]; _car setObjectTexture [17,_topbarTexture]; _car setObjectTexture [16,""]; sleep 0.1; deleteVehicle _light_r; }else{ if(!isNil "_light_r")then{ deleteVehicle _light_r; }; _car setObjectTexture[1,""]; _car setObjectTexture[2,""]; _car setObjectTexture[3,""]; _car setObjectTexture[4,""]; _car setObjectTexture[5,""]; _car setObjectTexture[6,""]; _car setObjectTexture[7,""]; _car setObjectTexture[8,""]; _car setObjectTexture[9,""]; _car setObjectTexture[10,""]; _car setObjectTexture[11,""]; _car setObjectTexture[12,""]; _car setObjectTexture[13,""]; _car setObjectTexture[14,""]; _car setObjectTexture[15,""]; _car setObjectTexture[16,""]; _car setObjectTexture[17,""]; }; }; _car = _this select 0; if(isNil "_car")exitWith{}; // the fuck??? _car setVariable ["AM_lightbar",0,true]; _car setVariable ["AM_siren",0,true]; [_car] execVM "firetruck\script\am_lightbar.sqf"; [_car] execVM "firetruck\script\siren.sqf"; class Rotation { type = "rotation"; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 1; }; class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class Vehicle : Default {}; class Car : Vehicle { skeletonBones[]= { "drivewheel","", "wheel_1_1_damper_land","", "wheel_1_2_damper_land","", "wheel_1_3_damper_land","", "wheel_1_4_damper_land","", "wheel_2_1_damper_land","", "wheel_2_2_damper_land","", "wheel_2_3_damper_land","", "wheel_2_4_damper_land","", "wheel_1_1_damper","wheel_1_1_damper_land", "wheel_1_2_damper","wheel_1_2_damper_land", "wheel_1_3_damper","wheel_1_3_damper_land", "wheel_1_4_damper","wheel_1_4_damper_land", "wheel_2_1_damper","wheel_2_1_damper_land", "wheel_2_2_damper","wheel_2_2_damper_land", "wheel_2_3_damper","wheel_2_3_damper_land", "wheel_2_4_damper","wheel_2_4_damper_land", "wheel_1_1_steering","wheel_1_1_damper", "wheel_1_2_steering","wheel_1_2_damper", "wheel_1_3_steering","wheel_1_3_damper", "wheel_1_4_steering","wheel_1_4_damper", "wheel_2_1_steering","wheel_2_1_damper", "wheel_2_2_steering","wheel_2_2_damper", "wheel_2_3_steering","wheel_2_3_damper", "wheel_2_4_steering","wheel_2_4_damper", "wheel_1_1","wheel_1_1_steering", "wheel_1_2","wheel_1_2_steering", "wheel_1_3","wheel_1_3_steering", "wheel_1_4","wheel_1_4_steering", "wheel_2_1","wheel_2_1_steering", "wheel_2_2","wheel_2_2_steering", "wheel_2_3","wheel_2_3_steering", "wheel_2_4","wheel_2_4_steering", "wheel_1_1_unhide","wheel_1_1", "wheel_1_2_unhide","wheel_1_2", "wheel_1_3_unhide","wheel_1_3", "wheel_1_4_unhide","wheel_1_4", "wheel_2_1_unhide","wheel_2_1", "wheel_2_2_unhide","wheel_2_2", "wheel_2_3_unhide","wheel_2_3", "wheel_2_4_unhide","wheel_2_4", "wheel_1_1_hide","wheel_1_1", "wheel_1_2_hide","wheel_1_2", "wheel_1_3_hide","wheel_1_3", "wheel_1_4_hide","wheel_1_4", "wheel_2_1_hide","wheel_2_1", "wheel_2_2_hide","wheel_2_2", "wheel_2_3_hide","wheel_2_3", "wheel_2_4_hide","wheel_2_4", "OtocVez","", "OtocHlaven","OtocVez", "damageHide","", "damageVez","OtocVez", "damageHlaven","OtocHlaven", "ukaz_rychlo","", "ukaz_rychlo2","", "ukaz_rpm","", "mph","", "rpm","", "fuel","", "fuel_1","", "fuel_01","", "fuel_2","", "fuel_3","", "prop_01","", "prop_02","", "prop_2","", "prop_1","", "glass1","damageHide", "glass2","damageHide", "glass3","damageHide", "glass4","damageHide" }; }; class civil_car: Car { skeletonInherit="Car"; skeletonBones[]= { "reverse_light","", "daylights","damageHide", "door1","", "door2","", "glass5","damageHide" }; }; }; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class Vehicle: Default { sections[] = { "cislo", "grupa", "side", "sektor", "clan", "clan_sign", "podsvit pristroju", "poskozeni", "L svetlo", "P svetlo", "zasleh" }; }; class Car: Vehicle { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 180; // Maximum half-cooling time (in seconds) afMax = 100; // Maximum temperature in case the model is alive (in celsius) mfMax = 8; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 150; // Metabolism temperature of the model (in celsius) sections[]= { "ammo", "zadni svetlo", "brzdove svetlo", "spz", "motor", "body", "clan", "clan_sign", "zasleh", "Light_R", "Light_L", "podsvit pristroju", "glass1", "glass2", "glass3", "glass4", "glass5", "glass6" }; skeletonName="Car"; class Animations { // destruct START class damageHide { type="hide"; source="damage"; selection="damageHide"; hideValue=1.0; }; class damageHideVez:damageHide { selection="OtocVez"; }; class damageHideHlaven:damageHide { selection="OtocHlaven"; }; // Wheels START // Wheels Complete Destruct START class wheel_1_1_destruct { type="hide"; selection="wheel_1_1_hide"; source="HitLFWheel"; minValue = 0; // upravit na 0.99 maxValue = 1; // upravit na 1.0 hidevalue = 0.99999; }; class wheel_1_2_destruct:wheel_1_1_destruct {source="HitLBWheel";selection="wheel_1_2_hide";}; class wheel_1_3_destruct:wheel_1_1_destruct {source="HitLMWheel";selection="wheel_1_3_hide";}; class wheel_1_4_destruct:wheel_1_1_destruct {source="HitLF2Wheel";selection="wheel_1_4_hide";}; class wheel_2_1_destruct:wheel_1_1_destruct {source="HitRFWheel";selection="wheel_2_1_hide";}; class wheel_2_2_destruct:wheel_1_1_destruct {source="HitRBWheel";selection="wheel_2_2_hide";}; class wheel_2_3_destruct:wheel_1_1_destruct {source="HitRMWheel";selection="wheel_2_3_hide";}; class wheel_2_4_destruct:wheel_1_1_destruct {source="HitRF2Wheel";selection="wheel_2_4_hide";}; class wheel_1_1_destruct_unhide { type="hide"; selection="wheel_1_1_unhide"; source="HitLFWheel"; minValue = 0; maxValue = 1; hidevalue = 0.00000; UnHidevalue = 1.00000; }; class wheel_1_2_destruct_unhide:wheel_1_1_destruct_unhide {source="HitLBWheel";selection="wheel_1_2_unhide";}; class wheel_1_3_destruct_unhide:wheel_1_1_destruct_unhide {source="HitLMWheel";selection="wheel_1_3_unhide";}; class wheel_1_4_destruct_unhide:wheel_1_1_destruct_unhide {source="HitLF2Wheel";selection="wheel_1_4_unhide";}; class wheel_2_1_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRFWheel";selection="wheel_2_1_unhide";}; class wheel_2_2_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRBWheel";selection="wheel_2_2_unhide";}; class wheel_2_3_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRMWheel";selection="wheel_2_3_unhide";}; class wheel_2_4_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRF2Wheel";selection="wheel_2_4_unhide";}; // Wheels Complete Destruct END #define DamageOffset 0.2 // Wheels Damage START class wheel_1_1_Damage:wheel_1_1_destruct { type="translation"; axis="Basic_Damper_Destruct_Axis"; memory=1; selection="wheel_1_1_damper"; source="HitLFWheel"; minValue = 0.0; maxValue = 1; offset0 = 0; offset1 = DamageOffset; }; class wheel_1_2_Damage:wheel_1_1_Damage {source="HitLBWheel";selection="wheel_1_2_damper";}; class wheel_1_3_Damage:wheel_1_1_Damage {source="HitLMWheel";selection="wheel_1_3_damper";}; class wheel_1_4_Damage:wheel_1_1_Damage {source="HitLF2Wheel";selection="wheel_1_4_damper";}; class wheel_2_1_Damage:wheel_1_1_Damage {source="HitRFWheel";selection="wheel_2_1_damper";}; class wheel_2_2_Damage:wheel_1_1_Damage {source="HitRBWheel";selection="wheel_2_2_damper";}; class wheel_2_3_Damage:wheel_1_1_Damage {source="HitRMWheel";selection="wheel_2_3_damper";}; class wheel_2_4_Damage:wheel_1_1_Damage {source="HitRF2Wheel";selection="wheel_2_4_damper";}; class wheel_1_1_Damper_Damage_BackAnim:wheel_1_1_Damage {selection="wheel_1_1_damper";offset1 = -1.2*DamageOffset;}; class wheel_1_2_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLBWheel";selection="wheel_1_2_damper";}; class wheel_1_3_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLMWheel";selection="wheel_1_3_damper";}; class wheel_1_4_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLF2Wheel";selection="wheel_1_4_damper";}; class wheel_2_1_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRFWheel";selection="wheel_2_1_damper";}; class wheel_2_2_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRBWheel";selection="wheel_2_2_damper";}; class wheel_2_3_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRMWheel";selection="wheel_2_3_damper";}; class wheel_2_4_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRF2Wheel";selection="wheel_2_4_damper";}; // Wheels Damage END // Wheels END //Glass Damage START class Glass1_destruct { type="hide"; selection="glass1"; source="HitGlass1"; minValue = 0; maxValue = 1; hidevalue = 0.99999; }; class Glass2_destruct:Glass1_destruct{selection="glass2";source="HitGlass2";}; class Glass3_destruct:Glass1_destruct{selection="glass3";source="HitGlass3";}; class Glass4_destruct:Glass1_destruct{selection="glass4";source="HitGlass4";}; class Glass5_destruct:Glass1_destruct{selection="glass5";source="HitGlass5";}; class Glass6_destruct:Glass1_destruct{selection="glass6";source="HitGlass6";}; //Glass Damage END // destruct END class Fuel: Rotation { source="fuel"; selection="fuel"; axis="fuel_axis"; maxValue=1; memory=1; angle0="rad -110"; angle1=0; }; class IndicatorSpeed: Rotation { source="speed"; selection="mph"; axis="mph_axis"; memory=1; maxValue=38.900002; angle1="rad -265"; }; class IndicatorFuel: Rotation { type="rotation"; source="fuel"; selection="fuel_1"; axis="fuel_1_axis"; memory=1; minValue=0.000000; maxValue=1.000000; angle0=-0.087266; angle1=-1.658063; }; class IndicatorRPM: Rotation { source="rpm"; selection="rpm"; axis="rpm_axis"; memory=1; angle1="rad 80"; }; class DrivingWheel: Rotation { source="drivingWheel"; selection="drivewheel"; axis="drivewheel_axis"; minValue=-1; maxValue=1; angle0=(rad -80); angle1=(rad 80); }; class Steering_1_1 { type="rotationY"; source="drivingWheel"; selection="wheel_1_1_steering"; axis="wheel_1_1_steering_axis"; memory=1; minValue= -1; maxValue= 1; angle0=1.047198; angle1=-1.047198; }; class Steering_2_1: Steering_1_1 { selection="wheel_2_1_steering"; axis="wheel_2_1_steering_axis"; }; class Wheel_1_1 { type="rotationX"; source="wheel"; selection="wheel_1_1"; axis="wheel_1_1_axis"; memory=1; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class wheel_2_1: Wheel_1_1 { selection="wheel_2_1"; axis="wheel_2_1_axis"; }; class wheel_1_2: Wheel_1_1 { selection="wheel_1_2"; axis="wheel_1_2_axis"; }; class wheel_1_3: Wheel_1_1 { selection="wheel_1_3"; axis="wheel_1_3_axis"; }; class Wheel_2_2: Wheel_1_1 { selection="wheel_2_2"; axis="wheel_2_2_axis"; }; class Wheel_2_3: Wheel_1_1 { selection="wheel_2_3"; axis="wheel_2_3_axis"; }; class Wheel_1_4: Wheel_1_1 { selection="wheel_1_4"; axis="wheel_1_4_axis"; }; class Wheel_2_4: Wheel_1_1 { selection="wheel_2_4"; axis="wheel_2_4_axis"; }; class Wheel_1_1_Damper { type="translation"; source="damper"; selection="wheel_1_1_damper_land"; axis="posun wheel_1_1"; animPeriod = 1; minValue="0"; maxValue="1"; offset0= "0.5"; offset1= "-0.5"; memory=1; }; class wheel_2_1_Damper: Wheel_1_1_Damper { selection="wheel_2_1_damper_land"; axis="posun wheel_2_1"; }; class wheel_1_2_Damper: Wheel_1_1_Damper { selection="wheel_1_2_damper_land"; axis="posun wheel_1_2"; }; class Wheel_2_2_Damper: Wheel_1_1_Damper { selection="wheel_2_2_damper_land"; axis="posun wheel_2_2"; }; class daylights { type="hide"; source="rpm"; selection="daylights"; minValue=-0.8; maxValue=0.2; unhidevalue=1; sourceAddress="clamp"; }; class reverse_light { type="Hide"; selection="reverse_light"; sourceAddress="clamp"; source="Gear"; minValue = -1; maxValue = 0; hideValue = "0.2"; }; }; }; class AM_FCV: Car { skeletonName = "civil_car"; sectionsInherit = "Car"; sections[]= { "Camo1", "Camo2", "Camo3", "body", "karoserie", "palivo", "plate1", "plate2", "plate3", "plate4", "plate5", "plate6", "plate7","ind_left","ind_right" }; class Animations: Animations { class wheel_1_1_Damage: wheel_1_1_Damage{offset1=0.18000001;}; class wheel_1_2_Damage: wheel_1_2_Damage{offset1=0.18000001;}; class wheel_2_1_Damage: wheel_2_1_Damage{offset1=0.18000001;}; class wheel_2_2_Damage: wheel_2_2_Damage{offset1=0.18000001;}; class wheel_1_1_Damper_Damage_BackAnim: wheel_1_1_Damper_Damage_BackAnim{offset1=-0.18000001;}; class wheel_1_2_Damper_Damage_BackAnim: wheel_1_2_Damper_Damage_BackAnim{offset1=-0.18000001;}; class wheel_2_1_Damper_Damage_BackAnim: wheel_2_1_Damper_Damage_BackAnim{offset1=-0.18000001;}; class wheel_2_2_Damper_Damage_BackAnim: wheel_2_2_Damper_Damage_BackAnim{offset1=-0.18000001;}; class DrivingWheel { type="rotation"; source="drivingWheel"; selection="drivewheel"; axis="drivewheel_axis"; memory=1; minValue=-1; maxValue=1; angle0=(rad -70); angle1=(rad 70); }; class Steering_1_1 { type="rotationY"; source="drivingWheel"; selection="wheel_1_1_steering"; axis="wheel_1_1_steering_axis"; memory=1; minValue="rad -90"; maxValue="rad +90"; angle0=1.0471981; angle1=-1.0471981; }; class Rotate { Animperiod=1; type="rotation"; selection="rotat"; axis="rotat_axis"; sourceAddress = "loop"; source="user"; memory=1; minValue=-1; maxValue=1; angle0=0; angle1="rad +360"; }; class indicator_left { type="Hide"; sourceAddress="loop"; source="Gear"; minValue=-1; maxValue=0; hideValue="0.2"; selection="ind_left"; }; class indicator_right: indicator_left { selection="ind_right"; }; class Steering_2_1: Steering_1_1 { selection="wheel_2_1_steering"; axis="wheel_2_1_steering_axis"; angle0=1.0471981; angle1=-1.0471981; }; class IndicatorSpeed: Rotation { source="speed"; selection="mph"; axis="mph_axis"; memory=1; maxValue=28; angle0=0.17453299; angle1=-3.141593; }; class IndicatorRPM: Rotation { type="rotation"; source="rpm"; selection="rpm"; axis="rpm_axis"; memory=1; minValue=0; maxValue=7500; angle0=(rad 0); angle1=(rad 250); }; class fuel { type="rotation"; source="fuel"; selection="fuel"; axis="fuel_axis"; memory=1; minValue=0; maxValue=1; angle0=0; angle1="rad +55"; }; class prop_01 { type="rotation"; source="rpm"; selection="prop_1"; axis="prop_1_axis"; memory=1; minValue=1000; maxValue=7000; angle0="rad 30"; angle1="rad 35"; }; class plate1{ type="Hide"; selection="plate1"; sourceAddress="clamp"; source="Gear"; minValue = -1; maxValue = 0; hideValue = "0.2"; }; class plate2{ type="Hide"; selection="plate2"; sourceAddress="clamp"; source="Gear"; minValue = -1; maxValue = 0; hideValue = "0.2"; }; class plate3{ type="Hide"; selection="plate3"; sourceAddress="clamp"; source="Gear"; minValue = -1; maxValue = 0; hideValue = "0.2"; }; class plate4{ type="Hide"; selection="plate4"; sourceAddress="clamp"; source="Gear"; minValue = -1; maxValue = 0; hideValue = "0.2"; }; class plate5{ type="Hide"; selection="plate5"; sourceAddress="clamp"; source="Gear"; minValue = -1; maxValue = 0; hideValue = "0.2"; }; class plate6{ type="Hide"; selection="plate6"; sourceAddress="clamp"; source="Gear"; minValue = -1; maxValue = 0; hideValue = "0.2"; }; class plate7{ type="Hide"; selection="plate7"; sourceAddress="clamp"; source="Gear"; minValue = -1; maxValue = 0; hideValue = "0.2"; }; class daylights { type="hide"; source="rpm"; selection="daylights"; minValue=-0.8; maxValue=0.2; unhidevalue=1; sourceAddress="clamp"; }; class reverse_light { type="Hide"; selection="reverse_light"; sourceAddress="clamp"; source="Gear"; minValue = -1; maxValue = 0; hideValue = "0.2"; }; class damageHidedoor1:damageHide { selection="door1"; }; class damageHidedoor2:damageHide { selection="door2"; }; class Glass5_destruct { type="hide"; selection="glass5"; source="HitGlass5"; minValue = 0; maxValue = 1; hidevalue = 0.99999; }; class Wheel_1_1_Damper: Wheel_1_1_Damper { type="translation"; source="damper"; selection="wheel_1_1_damper_land"; axis="posun wheel_1_1"; animPeriod = 1; minValue="0"; maxValue="1"; offset0= "0.5"; offset1= "-0.5"; memory=1; }; class wheel_2_1_Damper: Wheel_1_1_Damper { selection="wheel_2_1_damper_land"; }; class wheel_1_2_Damper: Wheel_1_1_Damper { selection="wheel_1_2_damper_land"; }; class Wheel_2_2_Damper: Wheel_1_1_Damper { selection="wheel_2_2_damper_land"; }; }; }; class CGZ_Fire_KME:AM_FCV{ sections[]={ "Camo1", "Camo2", "Camo3", "body", "karoserie", "palivo", "lb_red","lb_blue", "lb-corner-left","lb-corner-right", "lb-dir-1","lb-dir-2","lb-dir-3","lb-dir-4","lb-dir-5","lb-dir-6","lb-dir-7", "lb-rear-blue1","lb-rear-blue2","lb-rear-red1","lb-rear-red2", "lb-red-top","lb-blue-top", "plate1","plate2","plate3","plate4","plate5","plate6","plate7" }; }; }; class CfgPatches { class cgz_firedepartment{ units[] = {"CGZ_Firetruck_Kme"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Soft_F"}; }; }; class cfgWeapons { class SportCarHorn; // External class reference class ALR_horn_horn : SportCarHorn { displayname = "Horn"; reloadTime = 4; drySound[] = {"ALR_policesounds\Horn.wav", 1, 1}; }; class ALR_horn_airhorn1 : SportCarHorn { displayname = "Airhorn"; reloadTime = 4; drySound[] = {"ALR_policesounds\Airhorn1.wav", 1, 1}; }; class ALR_horn_airhorn2 : SportCarHorn { displayname = "Airhorn 2"; reloadTime = 4; drySound[] = {"ALR_policesounds\Airhorn2.wav", 1, 1}; }; class ALR_horn_priority : SportCarHorn { displayName = "Priority"; reloadtime = 4; drysound[] = {"ALR_policesounds\Priority.wav", 1, 1}; }; class ALR_horn_takedown1 : SportCarHorn { displayName = "Takedown 1"; reloadtime = 4; drysound[] = {"ALR_policesounds\Takedown1.wav", 1, 1}; }; class ALR_horn_takedown2 : SportCarHorn { displayName = "Takedown 2"; reloadtime = 4; drysound[] = {"ALR_policesounds\Takedown2.wav", 1, 1}; }; }; class DefaultEventhandlers; // External class reference class cfgVehicles { class LandVehicle; // External class reference class Car : LandVehicle { class HitPoints; // External class reference class NewTurret; // External class reference }; class Car_F : Car { class Turrets { class MainTurret : NewTurret { class ViewOptics; // External class reference }; }; class HitPoints { class HitLFWheel; // External class reference class HitLF2Wheel; // External class reference class HitRFWheel; // External class reference class HitRF2Wheel; // External class reference class HitBody; // External class reference class HitGlass1 {}; class HitGlass2; // External class reference class HitGlass3; // External class reference class HitGlass4; // External class reference }; class EventHandlers; // External class reference class AnimationSources; // External class reference }; class CGZ_Firetruck_Kme: Car_F { model = "\firetruck\firetruck"; /// simple path to model picture = "\AM_V_Data\UI\al.paa"; /// just some icon in command bar Icon = "\AM_V_Data\UI\icon.paa"; /// icon in map hiddenSelections[] = {"camo1","plate1","plate2","plate3","plate4","plate5","plate6","plate7"}; ///we want to allow changing of colours terrainCoef = 6.5; /// different surface affects this car more, stick to tarmac turnCoef = 2.5; /// should match the wheel turn radius precision = 10; /// how much freedom has the AI for its internal waypoints - lower number means more precise but slower approach to way fireResistance = 5; /// lesser protection against fire than tanks armor = 32; /// just some protection against missiles, collisions and explosions cost = 50000; /// how likely is the enemy going to target this vehicle transportMaxBackpacks = 3; /// just some backpacks fit the trunk by default transportSoldier = 3; /// number of cargo except driver class HitPoints2 /// we want to use hitpoints predefined for all cars { class HitLFWheel; class HitLF2Wheel; class HitRFWheel; class HitRF2Wheel; class HitBody; class HitGlass1; class HitGlass2; class HitGlass3; class HitGlass4; }; class AnimationSources; class EventHandlers; wheelDamageRadiusCoef = 0.9; wheelDestroyRadiusCoef = 0.4; maxFordingDepth = 0.5; waterResistance = 1; crewCrashProtection = 0.25; driverLeftHandAnimName = "drivewheel"; driverRightHandAnimName = "drivewheel"; class Turrets{}; class HitPoints : HitPoints { class HitLFWheel:HitLFWheel {armor=0.125; passThrough=0;}; class HitLF2Wheel:HitLF2Wheel{armor=0.125; passThrough=0;}; class HitRFWheel:HitRFWheel {armor=0.125; passThrough=0;}; class HitRF2Wheel:HitRF2Wheel{armor=0.125; passThrough=0;}; class HitFuel {armor=0.50; material=-1; name="fueltank"; visual=""; passThrough=0.2;}; class HitEngine {armor=0.50; material=-1; name="engine"; visual=""; passThrough=0.2;}; class HitBody: HitBody {name = "body"; visual="camo1"; passThrough=1;}; /// all damage to the hull is aFRLied to total damage class HitGlass1:HitGlass1 {armor=0.25;}; /// it is pretty easy to puncture the glass but not so easy to remove it class HitGlass2:HitGlass2 {armor=0.25;}; class HitGlass3:HitGlass3 {armor=0.25;}; class HitGlass4:HitGlass4 {armor=0.25;}; }; driverAction = driver_offroad01; /// what action is going the driver take inside the vehicle. Non-existent action makes the vehicle inaccessible cargoAction[] = {passenger_low01, passenger_generic01_leanleft, passenger_generic01_foldhands}; /// the same of all the crew getInAction = GetInLow; /// how does driver look while getting in getOutAction = GetOutLow; /// and out cargoGetInAction[] = {"GetInLow"}; /// and the same for the rest, if the array has fewer members than the count of crew, the last one is used for the rest cargoGetOutAction[] = {"GetOutLow"}; /// that means all use the same in this case #include "sounds.hpp" /// sounds are in a separate file to make this one simple #include "pip.hpp" /// PiPs are in a separate file to make this one simple #include "physx.hpp" /// PhysX settings are in a separate file to make this one simple /// memory points where do tracks of the wheel appear // front left track, left offset memoryPointTrackFLL = "TrackFLL"; // front left track, right offset memoryPointTrackFLR = "TrackFLR"; // back left track, left offset memoryPointTrackBLL = "TrackBLL"; // back left track, right offset memoryPointTrackBLR = "TrackBLR"; // front right track, left offset memoryPointTrackFRL = "TrackFRL"; // front right track, right offset memoryPointTrackFRR = "TrackFRR"; // back right track, left offset memoryPointTrackBRL = "TrackBRL"; // back right track, right offset memoryPointTrackBRR = "TrackBRR"; class Damage /// damage changes material in specific places (visual in hitPoint) { tex[]={}; mat[]= { "A3\data_f\glass_veh_int.rvmat", /// material mapped in model "A3\data_f\Glass_veh_damage.rvmat", /// changes to this one once damage of the part reaches 0.5 "A3\data_f\Glass_veh_damage.rvmat", /// changes to this one once damage of the part reaches 1 "A3\data_f\glass_veh.rvmat", /// another material "A3\data_f\Glass_veh_damage.rvmat", /// changes into different ones "A3\data_f\Glass_veh_damage.rvmat" }; }; class Exhausts /// specific exhaust effects for the car { class Exhaust1 /// the car has two exhausts - each on one side { position = "exhaust"; /// name of initial memory point direction = "exhaust_dir"; /// name of memory point for exhaust direction effect = "ExhaustsEffect"; /// what particle effect is it going to use }; class Exhaust2 { position = "exhaust2_pos"; direction = "exhaust2_dir"; effect = "ExhaustsEffect"; }; }; class Reflectors /// only front lights are considered to be reflectors to save CPU { class LightCarHeadL01 /// lights on each side consist of two bulbs with different flares { color[] = {1900, 1800, 1700}; /// approximate colour of standard lights ambient[] = {5, 5, 5}; /// nearly a white one position = "LightCarHeadL01"; /// memory point for start of the light and flare direction = "LightCarHeadL01_end"; /// memory point for the light direction hitpoint = "Light_L"; /// point(s) in hitpoint lod for the light (hitPoints are created by engine) selection = "Light_L"; /// selection for artificial glow around the bulb, not much used any more size = 1; /// size of the light point seen from distance innerAngle = 100; /// angle of full light outerAngle = 179; /// angle of some light coneFadeCoef = 10; /// attenuation of light between the above angles intensity = 1; /// strength of the light useFlare = true; /// does the light use flare? dayLight = false; /// switching light off during day saves CPU a lot flareSize = 1.0; /// how big is the flare class Attenuation { start = 1.0; constant = 0; linear = 0; quadratic = 0.25; hardLimitStart = 30; /// it is good to have some limit otherwise the light would shine to infinite distance hardLimitEnd = 60; /// this allows adding more lights into scene }; }; class LightCarHeadL02:LightCarHeadL01 { position = "LightCarHeadL02"; direction = "LightCarHeadL02_end"; FlareSize = 0.5; /// side bulbs aren't that strong }; class LightCarHeadR01:LightCarHeadL01 { position = "LightCarHeadR01"; direction = "LightCarHeadR01_end"; hitpoint = "Light_R"; selection = "Light_R"; }; class LightCarHeadR02:LightCarHeadR01 { position = "LightCarHeadR02"; direction = "LightCarHeadR02_end"; FlareSize = 0.5; }; }; aggregateReflectors[] = {{"LightCarHeadL01", "LightCarHeadL02"}, {"LightCarHeadR01", "LightCarHeadR02"}}; /// aggregating reflectors helps the engine a lot /// it might be even good to aggregate all lights into one source as it is done for most of the cars }; class CGZ_KME:CGZ_Firetruck_Kme /// some class that is going to be visible in editor { scope = 2; /// makes the car visible in editor crew = "C_man_1"; /// we need someone to fit into the car side = 3; model = "firetruck\firetruck"; faction = CIV_F; /// and with civilian faction displayName = "CGZ Fire Department"; weapons[] = {"ALR_horn_horn", "ALR_horn_airhorn1", "ALR_horn_airhorn2"}; hiddenSelections[] = {"camo1","lb_red","lb_blue", // 0 to 2 "lb-corner-left","lb-corner-right", // 3 and 4 "lb-dir-1","lb-dir-2","lb-dir-3","lb-dir-4","lb-dir-5","lb-dir-6","lb-dir-7", // 5 to 11 "lb-rear-blue1","lb-rear-blue2","lb-rear-red1","lb-rear-red2", //12-15 "lb-red-top","lb-blue-top", "plate1","plate2","plate3","plate4","plate5","plate6","plate7" };//16 and 17 hiddenSelectionsTextures[] = {"\firetruck\Skin\.paa", "", "", "", "", "", "", "", "", "", "","",""}; /// we could use any texture to cover the car class eventhandlers { init="_this execVM ""firetruck\script\init.sqf"";"; }; class UserActions { class codetwo { displayName = "Lightbar On"; position = "drivewheel"; radius = 1000; condition = "driver this == player && (this getVariable 'am_lightbar') == 0"; statement = "this setVariable ['am_lightbar',1,true]"; onlyForplayer = 0; }; class codeone { displayName = "Lightbar Off"; position = "drivewheel"; radius = 1000; condition = "driver this == player && (this getVariable 'am_lightbar') == 1"; statement = "this setVariable ['am_lightbar',0,true]"; onlyForplayer = 0; }; class sirenon { displayName = "Siren On"; position = "drivewheel"; radius = 1000; condition = "driver this == player && (this getVariable 'am_siren') == 0"; statement = "this setVariable ['AM_siren',1,true]"; onlyForplayer = 0; }; class sirenoff { displayName = "Siren Off"; position = "drivewheel"; radius = 1000; condition = "driver this == player && (this getVariable 'am_siren') == 1"; statement = "this setVariable ['AM_siren',0,true]"; onlyForplayer = 0; }; }; }; }; //hiddenSelections[] = {"camo1", "ind_left", "ind_right", "r-1", "r-2", "r-3", "r-4", "r-5", "r-6", "fr-td", "fl-td", "l-td", "r-td", "f-lbl-1", "f-lbl-2", "f-lbr-1", "f-lbr-2", "fr-c-red", "fr-c-blue", "rr-c-red", "rl-c-blue", "side-l-blue", "side-l-red", "side-r-blue", "side-r-red"}; ///we want to allow changing of colours //hiddenSelectionsTextures[] = {"\AM_V_Data\ford\crownvic\maps\ext\police.paa", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", ""}; /// we could use any texture to cover the car
  2. ArmaAddict7

    Modeller looking for Life Community

    If you dont have your own mission, and are just using tonics or some other communities mission... you would be considered a script kiddie.
  3. I am looking for a new life community... I am a modeller you can contact me via steam http://steamcommunity.com/id/peekabooicuwhere I can show you my work... You must know what you are doing and have a real scripter, not a script kiddie..
  4. I am looking for a community that has their own custom mission... I don't mean "script kiddies" that have edited an already made mission such as alits life or kellys island mission. The community must have their own custom framework along with a knowledgeable scripter. There does not need to be that many players in the community (I prefer a new community anyways. Anyone in seek of a developer can PM me on the forums, add me on steam PeekABoo http://steamcommunity.com/id/peekabooicu
  5. I'm having this weird problem for some reason with my doors not wanting to rotate in game but they will do so in buldozer. It is all through the model.cfg so there should be no scripts involved but this is what I have as far as my Lods, and config/model.cfg PLEASE NOTE THIS IS FOR THE DOORS AND NOT BAYDOORS... I havent done those yet :) #include "basicDefines_A3.hpp" class CfgPatches { class ob_firestation { units[] = {"Land_ob_firestation"}; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {}; }; }; class CfgVehicleClasses { class OB_A3H_Assets { displayName = "Fire Department"; }; }; class CfgVehicles { class House; class House_F: House {}; class Land_ob_firestation: House_F { scope = 2; displayname = "Main Fire Station"; model = "\ob_firestation\ob_firestation.p3d"; vehicleClass = "OB_A3H_Assets"; mapsize = 12; cost = 100000; class HitPoints { class blank { armor = 0.000100; material = -1; name = "blank"; visual = "blank"; passThrough = 0.800000; }; }; class AnimationSources { class door { source = "user"; animPeriod = 2; initPhase = 0; }; class door_1_source { source = "user"; animPeriod = 2; initPhase = 0; }; class Door_source { source = "user"; animPeriod = 2; initPhase = 0; }; class door_3_source { source = "user"; animPeriod = 2; initPhase = 0; }; class door_4_source { source = "user"; animPeriod = 2; initPhase = 0; }; class Zeroanimation { source = "user"; animPeriod = 0; initPhase = 1; }; class OneSecondAnim { source = "user"; animPeriod = 1; initPhase = 0; }; class AlleyAnim { source = "user"; animPeriod = 0.500000; initPhase = 1; }; class FiveSecondAnim { source = "user"; animPeriod = 5; initPhase = 0; }; }; class UserActions { class door_1_open { displayName = "Open Front Door"; position = "door_1_trigger"; radius = 1; onlyForPlayer = 0; condition = "this animationPhase "door1" < 0.5"; statement = "this animate ["door1", 1];"; }; class CloseDoor1 { displayName = "Close Front Door"; position = "door_1_trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase "door1" >= 0.5"; statement = "this animate ["door1", 0];"; }; class OpenDoor2 { displayName = "Open Front Door"; position = "pos_door2"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase "door2" < 0.5"; statement = "this animate ["door2", 1];"; }; class CloseDoor2 { displayName = "Close Front Door"; position = "pos_door2"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase "door2" >= 0.5"; statement = "this animate ["door2", 0];"; }; class OpenDoor3 { displayName = "Open Side Door"; position = "pos_door3"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase "door3" < 0.5"; statement = "this animate ["door3", 1];"; }; class CloseDoor3 { displayName = "Close Side Door"; position = "pos_door4"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase "door3" >= 0.5"; statement = "this animate ["door3", 0];"; }; class OpenDoor4 { displayName = "Open Side Door"; position = "pos_door4"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase "door4" < 0.5"; statement = "this animate ["door4", 1];"; }; class CloseDoor4 { displayName = "Close Side Door"; position = "pos_door4"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase "door4" >= 0.5"; statement = "this animate ["door4", 0];"; }; class Openallbays { displayName = "Open All Bays"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "(this animationPhase "baydoor1rotate" < 0.5) or (this animationPhase "baydoor2rotate" < 0.5) or (this animationPhase "baydoor3rotate" < 0.5) or (this animationPhase "baydoor4rotate" < 0.5) or (this animationPhase "baydoor5rotate" < 0.5) or (this animationPhase "baydoor6rotate" < 0.5) or (this animationPhase "baydoor7rotate" < 0.5) or (this animationPhase "baydoor8rotate" < 0.5)"; statement = "this animate ["baydoor1rotate", 1]; this animate ["baydoor2rotate", 1]; this animate ["baydoor3rotate", 1]; this animate ["baydoor4rotate", 1]; this animate ["baydoor5rotate", 1]; this animate ["baydoor6rotate", 1]; this animate ["baydoor7rotate", 1]; this animate ["baydoor8rotate", 1]"; }; class Closeallbays { displayName = "Close All Bays"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "(this animationPhase "baydoor1rotate" > 0.5) or (this animationPhase "baydoor2rotate" > 0.5) or (this animationPhase "baydoor3rotate" > 0.5) or (this animationPhase "baydoor4rotate" > 0.5) or (this animationPhase "baydoor5rotate" > 0.5) or (this animationPhase "baydoor6rotate" > 0.5) or (this animationPhase "baydoor7rotate" > 0.5) or (this animationPhase "baydoor8rotate" > 0.5)"; statement = "this animate ["baydoor1rotate", 0]; this animate ["baydoor2rotate", 0]; this animate ["baydoor3rotate", 0]; this animate ["baydoor4rotate", 0]; this animate ["baydoor5rotate", 0]; this animate ["baydoor6rotate", 0]; this animate ["baydoor7rotate", 0]; this animate ["baydoor8rotate", 0]"; }; class Openbaydoor1 { displayName = "Open Bay One Front"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor1rotate" < 0.5"; statement = "this animate ["baydoor1rotate", 1];"; }; class Closebaydoor1 { displayName = "Close Bay One Front"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor1rotate" > 0.5"; statement = "this animate ["baydoor1rotate", 0];"; }; class Openbaydoor2 { displayName = "Open Bay Two Front"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor1rotate" < 0.5"; statement = "this animate ["baydoor2rotate", 1];"; }; class Closebaydoor2 { displayName = "Close Bay Two Front"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor2rotate" > 0.5"; statement = "this animate ["baydoor2rotate", 0];"; }; class Openbaydoor3 { displayName = "Open Bay Three Front"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor3rotate" < 0.5"; statement = "this animate ["baydoor3rotate", 1];"; }; class Closebaydoor3 { displayName = "Close Bay Three Front"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor3rotate" > 0.5"; statement = "this animate ["baydoor3rotate", 0];"; }; class Openbaydoor4 { displayName = "Open Bay Four Front"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor4rotate" < 0.5"; statement = "this animate ["baydoor4rotate", 1];"; }; class Closebaydoor4 { displayName = "Close Bay Four Front"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor4rotate" > 0.5"; statement = "this animate ["baydoor4rotate", 0];"; }; class Openbaydoor5 { displayName = "Open Bay Four Rear"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor5rotate" < 0.5"; statement = "this animate ["baydoor5rotate", 1];"; }; class Closebaydoor5 { displayName = "Close Bay Four Rear"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor5rotate" > 0.5"; statement = "this animate ["baydoor5rotate", 0];"; }; class Openbaydoor6 { displayName = "Open Bay Three Rear"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor6rotate" < 0.5"; statement = "this animate ["baydoor6rotate", 1];"; }; class Closebaydoor6 { displayName = "Close Bay Three Rear"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor6rotate" > 0.5"; statement = "this animate ["baydoor6rotate", 0];"; }; class Openbaydoor7 { displayName = "Open Bay Two Rear"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor7rotate" < 0.5"; statement = "this animate ["baydoor7rotate", 1];"; }; class Closebaydoor7 { displayName = "Close Bay Two Rear"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor7rotate" > 0.5"; statement = "this animate ["baydoor7rotate", 0];"; }; class Openbaydoor8 { displayName = "Open Bay One Rear"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor8rotate" < 0.5"; statement = "this animate ["baydoor8rotate", 1];"; }; class Closebaydoor8 { displayName = "Close Bay One Rear"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor8rotate" > 0.5"; statement = "this animate ["baydoor8rotate", 0];"; }; class Openbaydoor9 { displayName = "Open Reserve Bay"; radius = 2; onlyForPlayer = 0; position = "pos_baydoor1"; condition = "this animationPhase "baydoor9rotate" < 0.5"; statement = "this animate ["baydoor9rotate", 1];"; }; class Closebaydoor9 { displayName = "Close Reserve Bay"; radius = 2; onlyForPlayer = 0; position = "pos_baydoor1"; condition = "this animationPhase "baydoor9rotate" > 0.5"; statement = "this animate ["baydoor9rotate", 0];"; }; }; }; }; // Note: this model config is created with 4-space [tab] symbols. If you use different settings, the structure may not be as clear. class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; // Skeleton of undamaged variant of the house, containing doors and windows. Note that glass #3 is not a window but the glass pane of glass door (door #1). Therefore // (similar to door handles) it's bones need to be appropriately linked to bones of the door so that it moves along with it when the door is opened/closed. class ob_firestation_skeleton: Default { skeletonInherit = "Default"; skeletonBones[] = { // Pairs: 1st is newly defined bone, second is it`s "parent" in the skeleton (bone hierarchy). "Door_1", "", "Door_2", "", "Door_Handle_2", "Door_2", // Door handle is linked to the door itself so that it moves with the door when the door is opened or closed. "Door_Handle_2_axis", "Door_2", // Same goes for the axis around which rotates the handle itself. "Door_3", "", "Door_Handle_3", "Door_3", "Door_Handle_3_axis", "Door_3", "Door_4", "", "Door_Handle_4", "Door_4", "Door_Handle_4_axis", "Door_4", "Door_5", "", "Door_Handle_5", "Door_5", "Door_Handle_5_axis", "Door_5", "Glass_1_hide", "", "Glass_1_unhide", "", "Glass_2_hide", "", "Glass_2_unhide", "", "Glass_3", "Door_1", "Glass_3_hide", "Door_1", "Glass_3_unhide", "Door_1", "Glass_3_effects", "Door_1", "Glass_4_hide", "", "Glass_4_unhide", "", "Glass_5_hide", "", "Glass_5_unhide", "", "Glass_6_hide", "", "Glass_6_unhide", "", "Glass_7_hide", "", "Glass_7_unhide", "", "Glass_8_hide", "", "Glass_8_unhide", "" }; }; // Skeleton of damaged variant of the house. It has no bones for windows (since all windows are destroyed); on the other hand it has bones for destroyable parts (Dam_#) and their rubble (Unhide_#). // Doors are bound to these destroyable parts of they are part of them, so that they are hidden together by one animation. class Test_House_01_dam_F_skeleton: Default { skeletonInherit = "Default"; skeletonBones[] = { "Dam_1", "", "Unhide_1", "", "Dam_2", "", "Unhide_2", "", "Door_1", "Dam_2", "Door_2", "Dam_2", "Door_Handle_2", "Door_2", "Door_Handle_2_axis", "Door_2", "Door_3", "", "Door_Handle_3", "Door_3", "Door_Handle_3_axis", "Door_3", "Door_4", "Dam_1", "Door_Handle_4", "Door_4", "Door_Handle_4_axis", "Door_4", "Door_5", "", "Door_Handle_5", "Door_5", "Door_Handle_5_axis", "Door_5" }; }; }; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class ob_firestation: Default // class name must be the same as name of p3d { skeletonName = "ob_firestation_skeleton"; // Set to use above defined skeleton. sections[] = { // Selections from the model that are used in config.cpp for switching textures and materials. "DamT_1", "Glass_1_hide", "Glass_2_hide", "Glass_3_hide", "Glass_4_hide", "Glass_5_hide", "Glass_6_hide", "Glass_7_hide", "Glass_8_hide" }; sectionsInherit = ""; class Animations { // Animation for rotating door #1 (without a door handle) class Door_1_rot { type = rotation; source = Door_1_source; // Controler defined in class AnimationSources in config.cpp. selection = Door_1; // Selection from p3d that also has to be defined as a bone in this model`s skeleton. axis = Door_1_axis; // Axis of the rotation. memory = 1; minValue = 0; // Value of the controller at which the rotation will be angle0 maxValue = 1; // Value of the controller at which the rotation will be angle1 angle0 = 0; angle1 = (rad 110); // "rad" converts from degrees to radians }; // Animation for door #2 (with a door handle). Note that when door is being closed, the animations run in reverse. class Door_2_rot: Door_1_rot { source = Door_2_source; selection = Door_2; axis = Door_2_axis; minValue = 0.1; // Rotation of door starts at 0.1 instead of 0, because from 0 to 0.1 the handle is pressed down. angle1 = -(rad 120); }; class Door_Handle_2_rot_1: Door_2_rot { selection = Door_Handle_2; axis = Door_Handle_2_axis; minValue = 0; maxValue = 0.1; angle1 = -(rad 50); // Press handle down }; class Door_Handle_2_rot_2: Door_Handle_2_rot_1 { minValue = 0.1; maxValue = 0.4; angle1 = (rad 50); // Release handle to go up }; // Animation for door #3 class Door_3_rot: Door_1_rot { source = Door_3_source; selection = Door_3; axis = Door_3_axis; minValue = 0.1; angle1 = (rad 110); }; class Door_Handle_3_rot_1: Door_3_rot { selection = Door_Handle_3; axis = Door_Handle_3_axis; minValue = 0; maxValue = 0.1; angle1 = -(rad 50); }; class Door_Handle_3_rot_2: Door_Handle_3_rot_1 { minValue = 0.1; maxValue = 0.4; angle1 = (rad 50); }; // Animation for door #4 class Door_4_rot: Door_1_rot { source = Door_4_source; selection = Door_4; axis = Door_4_axis; minValue = 0.1; angle1 = -(rad 140); }; class Door_Handle_4_rot_1: Door_4_rot { selection = Door_Handle_4; axis = Door_Handle_4_axis; minValue = 0; maxValue = 0.1; angle1 = -(rad 50); }; class Door_Handle_4_rot_2: Door_Handle_4_rot_1 { minValue = 0.1; maxValue = 0.4; angle1 = (rad 50); }; // Animation for door #5 class Door_5_rot: Door_1_rot { source = Door_5_source; selection = Door_5; axis = Door_5_axis; minValue = 0.1; angle1 = -(rad 110); }; class Door_Handle_5_rot_1: Door_5_rot { selection = Door_Handle_5; axis = Door_Handle_5_axis; minValue = 0; maxValue = 0.1; angle1 = -(rad 50); }; class Door_Handle_5_rot_2: Door_Handle_5_rot_1 { minValue = 0.1; maxValue = 0.4; angle1 = (rad 50); }; // Animations for window #1. One that hides faces of full glass pane when window is destroyed and second that shows faces with just shards of glass around the window frame when the window is destroyed. class Glass_1_hide { type = hide; source = Glass_1_source; // This source is defined in config.cpp and relates health of the window (0 = fine, 1 = destroyed) selection = Glass_1_hide; // Selection containing glass pane. minValue = 0; maxValue = 1; hideValue = 0.99999; // Threshold for switching the glass pane for glass shards. }; class Glass_1_unhide: Glass_1_hide { selection = Glass_1_unhide; // Selection containing glass shards. hideValue = 0; // Glass shards are hidden when the window is ok... unhideValue = 0.99999; // ...and are shown when damage done to the window reaches set threshold. }; // Here follow animations for the rest of the windows, inherited from the first one. class Glass_2_hide: Glass_1_hide { source = Glass_2_source; selection = Glass_2_hide; }; class Glass_2_unhide: Glass_1_unhide { source = Glass_2_source; selection = Glass_2_unhide; }; class Glass_3_hide: Glass_1_hide { source = Glass_3_source; selection = Glass_3_hide; }; class Glass_3_unhide: Glass_1_unhide { source = Glass_3_source; selection = Glass_3_unhide; }; class Glass_4_hide: Glass_1_hide { source = Glass_4_source; selection = Glass_4_hide; }; class Glass_4_unhide: Glass_1_unhide { source = Glass_4_source; selection = Glass_4_unhide; }; class Glass_5_hide: Glass_1_hide { source = Glass_5_source; selection = Glass_5_hide; }; class Glass_5_unhide: Glass_1_unhide { source = Glass_5_source; selection = Glass_5_unhide; }; class Glass_6_hide: Glass_1_hide { source = Glass_6_source; selection = Glass_6_hide; }; class Glass_6_unhide: Glass_1_unhide { source = Glass_6_source; selection = Glass_6_unhide; }; class Glass_7_hide: Glass_1_hide { source = Glass_7_source; selection = Glass_7_hide; }; class Glass_7_unhide: Glass_1_unhide { source = Glass_7_source; selection = Glass_7_unhide; }; class Glass_8_hide: Glass_1_hide { source = Glass_8_source; selection = Glass_8_hide; }; class Glass_8_unhide: Glass_1_unhide { source = Glass_8_source; selection = Glass_8_unhide; }; }; }; // This class represents the damage version. It has the same door animations, misses the window animations and has class Test_House_01_dam_F: Default { skeletonName = "Test_House_01_dam_F_skeleton"; // Uses skeleton for damage version. sections[] = {}; // No sections are needed at this stage. sectionsInherit = ""; class Animations { // Animations for destructible parts. They are very similar to the glass animations above; only using different selections (= bones) and animation sources. class Hitzone_1_hide { type = hide; source = Hitzone_1_source; selection = Dam_1; minValue = 0; maxValue = 1; hideValue = 0.99999; }; class Hitzone_1_unhide: Hitzone_1_hide { selection = Unhide_1; hideValue = 0; unhideValue = 0.99999; }; class Hitzone_2_hide: Hitzone_1_hide { source = Hitzone_2_source; selection = Dam_2; }; class Hitzone_2_unhide: Hitzone_2_hide { selection = Unhide_2; hideValue = 0; unhideValue = 0.99999; }; // Door animations, same as for the undamaged version of the house defined above. class Door_1_rot { type = rotation; source = Door_1_source; selection = Door_1; axis = Door_1_axis; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = (rad 110); }; class Door_2_rot: Door_1_rot { source = Door_2_source; selection = Door_2; axis = Door_2_axis; minValue = 0.1; angle1 = -(rad 120); }; class Door_Handle_2_rot_1: Door_2_rot { selection = Door_Handle_2; axis = Door_Handle_2_axis; minValue = 0; maxValue = 0.1; angle1 = -(rad 50); }; class Door_Handle_2_rot_2: Door_Handle_2_rot_1 { minValue = 0.1; maxValue = 0.4; angle1 = (rad 50); }; class Door_3_rot: Door_1_rot { source = Door_3_source; selection = Door_3; axis = Door_3_axis; minValue = 0.1; angle1 = (rad 110); }; class Door_Handle_3_rot_1: Door_3_rot { selection = Door_Handle_3; axis = Door_Handle_3_axis; minValue = 0; maxValue = 0.1; angle1 = -(rad 50); }; class Door_Handle_3_rot_2: Door_Handle_3_rot_1 { minValue = 0.1; maxValue = 0.4; angle1 = (rad 50); }; class Door_4_rot: Door_1_rot { source = Door_4_source; selection = Door_4; axis = Door_4_axis; minValue = 0.1; angle1 = -(rad 140); }; class Door_Handle_4_rot_1: Door_4_rot { selection = Door_Handle_4; axis = Door_Handle_4_axis; minValue = 0; maxValue = 0.1; angle1 = -(rad 50); }; class Door_Handle_4_rot_2: Door_Handle_4_rot_1 { minValue = 0.1; maxValue = 0.4; angle1 = (rad 50); }; class Door_5_rot: Door_1_rot { source = Door_5_source; selection = Door_5; axis = Door_5_axis; minValue = 0.1; angle1 = -(rad 110); }; class Door_Handle_5_rot_1: Door_5_rot { selection = Door_Handle_5; axis = Door_Handle_5_axis; minValue = 0; maxValue = 0.1; angle1 = -(rad 50); }; class Door_Handle_5_rot_2: Door_Handle_5_rot_1 { minValue = 0.1; maxValue = 0.4; angle1 = (rad 50); }; }; }; }; Here is the selections Here are the memory Lods Here it is animated in Buldozer
  6. ArmaAddict7

    Problem with config.cpp *Building*

    Thanks for the help but I had no luck with the error. Same error as before.. I even deleted the weapons array and nothing.
  7. Hey guys, I cant seem to be able to get this config to load into game.. it says "config at end of file" the follow is my RPT along with my config. Any help will be appreciated in advance. class CfgPatches { class ob_firestation { units = {"Land_ob_firestation"}; weapons = {}; requiredVersion = 0.100000; requiredAddons = {}; }; }; class CfgVehicleClasses { class OB_A3H_Assets { displayName = "Fire Department"; }; }; class CfgVehicles { /*extern*/ class House; class House_F: House { }; class Land_ob_firestation: House_F { scope = 2; displayname = "Main Fire Station"; model = "\ob_firestation\ob_firestation.p3d"; vehicleClass = "OB_A3H_Assets"; mapsize = 12; cost = 100000; class HitPoints { class blank { armor = 0.000100; material = -1; name = "blank"; visual = "blank"; passThrough = 0.800000; }; }; class AnimationSources { class door { source = "user"; animPeriod = 2; initPhase = 0; }; class door_1 { source = "user"; animPeriod = 2; initPhase = 0; }; class door2 { source = "user"; animPeriod = 2; initPhase = 0; }; class door3 { source = "user"; animPeriod = 2; initPhase = 0; }; class Openallbays { source = "user"; animPeriod = 8; initPhase = 0; }; class baydoor1rotate { source = "user"; animPeriod = 8; initPhase = 0; }; class baydoor2rotate { source = "user"; animPeriod = 8; initPhase = 0; }; class baydoor3rotate { source = "user"; animPeriod = 8; initPhase = 0; }; class baydoor4rotate { source = "user"; animPeriod = 8; initPhase = 0; }; class baydoor5rotate { source = "user"; animPeriod = 8; initPhase = 0; }; class baydoor6rotate { source = "user"; animPeriod = 8; initPhase = 0; }; class baydoor7rotate { source = "user"; animPeriod = 8; initPhase = 0; }; class baydoor8rotate { source = "user"; animPeriod = 8; initPhase = 0; }; class baydoor9rotate { source = "user"; animPeriod = 8; initPhase = 0; }; class Zeroanimation { source = "user"; animPeriod = 0; initPhase = 1; }; class OneSecondAnim { source = "user"; animPeriod = 1; initPhase = 0; }; class AlleyAnim { source = "user"; animPeriod = 0.500000; initPhase = 1; }; class FiveSecondAnim { source = "user"; animPeriod = 5; initPhase = 0; }; }; class UserActions { class OpenDoor1 { displayName = "Open Front Door"; position = "door_1_trigger"; radius = 1; onlyForPlayer = 0; condition = "this animationPhase "door_1" < 0.5"; statement = "this animate ["door_1", 1];"; }; class Closedoor_1 { displayName = "Close Front Door"; position = "door_1_trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase "door_1" >= 0.5"; statement = "this animate ["door_1", 0];"; }; class OpenDoor2 { displayName = "Open Front Door"; position = "door_2_trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase "door_2" < 0.5"; statement = "this animate ["door_2", 1];"; }; class CloseDoor2 { displayName = "Close Front Door"; position = "door_2_trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase "door_2" >= 0.5"; statement = "this animate ["door_2", 0];"; }; class OpenDoor3 { displayName = "Open Side Door"; position = "door_3_trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase "door_3" < 0.5"; statement = "this animate ["door_3", 1];"; }; class CloseDoor3 { displayName = "Close Side Door"; position = "door_3_trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase "door_3" >= 0.5"; statement = "this animate ["door_3", 0];"; }; class Openallbays { displayName = "Open All Bays"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "(this animationPhase "baydoor1rotate" < 0.5) or (this animationPhase "baydoor2rotate" < 0.5) or (this animationPhase "baydoor3rotate" < 0.5) or (this animationPhase "baydoor4rotate" < 0.5) or (this animationPhase "baydoor5rotate" < 0.5) or (this animationPhase "baydoor6rotate" < 0.5) or (this animationPhase "baydoor7rotate" < 0.5) or (this animationPhase "baydoor8rotate" < 0.5)"; statement = "this animate ["baydoor1rotate", 1]; this animate ["baydoor2rotate", 1]; this animate ["baydoor3rotate", 1]; this animate ["baydoor4rotate", 1]; this animate ["baydoor5rotate", 1]; this animate ["baydoor6rotate", 1]; this animate ["baydoor7rotate", 1]; this animate ["baydoor8rotate", 1]"; }; class Closeallbays { displayName = "Close All Bays"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "(this animationPhase "baydoor1rotate" > 0.5) or (this animationPhase "baydoor2rotate" > 0.5) or (this animationPhase "baydoor3rotate" > 0.5) or (this animationPhase "baydoor4rotate" > 0.5) or (this animationPhase "baydoor5rotate" > 0.5) or (this animationPhase "baydoor6rotate" > 0.5) or (this animationPhase "baydoor7rotate" > 0.5) or (this animationPhase "baydoor8rotate" > 0.5)"; statement = "this animate ["baydoor1rotate", 0]; this animate ["baydoor2rotate", 0]; this animate ["baydoor3rotate", 0]; this animate ["baydoor4rotate", 0]; this animate ["baydoor5rotate", 0]; this animate ["baydoor6rotate", 0]; this animate ["baydoor7rotate", 0]; this animate ["baydoor8rotate", 0]"; }; class Openbaydoor1 { displayName = "Open Bay One Front"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor1rotate" < 0.5"; statement = "this animate ["baydoor1rotate", 1];"; }; class Closebaydoor1 { displayName = "Close Bay One Front"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor1rotate" > 0.5"; statement = "this animate ["baydoor1rotate", 0];"; }; class Openbaydoor2 { displayName = "Open Bay Two Front"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor1rotate" < 0.5"; statement = "this animate ["baydoor2rotate", 1];"; }; class Closebaydoor2 { displayName = "Close Bay Two Front"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor2rotate" > 0.5"; statement = "this animate ["baydoor2rotate", 0];"; }; class Openbaydoor3 { displayName = "Open Bay Three Front"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor3rotate" < 0.5"; statement = "this animate ["baydoor3rotate", 1];"; }; class Closebaydoor3 { displayName = "Close Bay Three Front"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor3rotate" > 0.5"; statement = "this animate ["baydoor3rotate", 0];"; }; class Openbaydoor4 { displayName = "Open Bay Four Front"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor4rotate" < 0.5"; statement = "this animate ["baydoor4rotate", 1];"; }; class Closebaydoor4 { displayName = "Close Bay Four Front"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor4rotate" > 0.5"; statement = "this animate ["baydoor4rotate", 0];"; }; class Openbaydoor5 { displayName = "Open Bay Four Rear"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor5rotate" < 0.5"; statement = "this animate ["baydoor5rotate", 1];"; }; class Closebaydoor5 { displayName = "Close Bay Four Rear"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor5rotate" > 0.5"; statement = "this animate ["baydoor5rotate", 0];"; }; class Openbaydoor6 { displayName = "Open Bay Three Rear"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor6rotate" < 0.5"; statement = "this animate ["baydoor6rotate", 1];"; }; class Closebaydoor6 { displayName = "Close Bay Three Rear"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor6rotate" > 0.5"; statement = "this animate ["baydoor6rotate", 0];"; }; class Openbaydoor7 { displayName = "Open Bay Two Rear"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor7rotate" < 0.5"; statement = "this animate ["baydoor7rotate", 1];"; }; class Closebaydoor7 { displayName = "Close Bay Two Rear"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor7rotate" > 0.5"; statement = "this animate ["baydoor7rotate", 0];"; }; class Openbaydoor8 { displayName = "Open Bay One Rear"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor8rotate" < 0.5"; statement = "this animate ["baydoor8rotate", 1];"; }; class Closebaydoor8 { displayName = "Close Bay One Rear"; radius = 2; onlyForPlayer = 0; position = "pos_baydoors"; condition = "this animationPhase "baydoor8rotate" > 0.5"; statement = "this animate ["baydoor8rotate", 0];"; }; class Openbaydoor9 { displayName = "Open Reserve Bay"; radius = 2; onlyForPlayer = 0; position = "pos_baydoor1"; condition = "this animationPhase "baydoor9rotate" < 0.5"; statement = "this animate ["baydoor9rotate", 1];"; }; class Closebaydoor9 { displayName = "Close Reserve Bay"; radius = 2; onlyForPlayer = 0; position = "pos_baydoor1"; condition = "this animationPhase "baydoor9rotate" > 0.5"; statement = "this animate ["baydoor9rotate", 0];"; }; }; }; }; enum { StabilizedInAxesNone = 0, StabilizedInAxisX = 1, StabilizedInAxisY = 2, StabilizedInAxesBoth = 3, StabilizedInAxesXYZ = 4 } 18:27:38 File ob_firestation\config.cpp, line 3: '/CfgPatches/ob_firestation.units': Missing ';' prior '}' 18:27:38 File ob_firestation\config.cpp, line 4: '/CfgPatches.weapons': Missing ';' prior '}' 18:27:38 File ob_firestation\config.cpp, line 6: '.requiredAddons': Missing ';' prior '}' ErrorMessage: Config : some input after EndOfFile.
  8. ArmaAddict7

    Blue Texture Problem in Buldozer?

    Got it to work now.. Thanks for the help despite the disagreement in a previous post. Have a good one. For those interested... Saved the image as a 512x512 and used the ImageToPaa Tool to convert the texture.
  9. Hey guys, I currently have a problem with a texture that is causing it to appear blue both in game and in buldozer.
  10. ArmaAddict7

    Custom Car issues (Bulletproof and other stuff)

    Who said anything about him making it from scratch? He ported it... Like 95% of all of "Arma Developers" do.....
  11. ArmaAddict7

    Custom Car issues (Bulletproof and other stuff)

    Based on my own experience... You need to have the position of where people sit in Fire Lod... Someone correct me if Im wrong but try that? As far as turn signals they are the same selection process etc. as headlights. If you need further help maybe we can talk on steam my name profile is http://steamcommunity.com/profiles/76561198079898660/screenshot/280722393130841015 Id be glad to help.
  12. Hey guys, I need some help with my lighting on this vehicle. Here is my picture.... The far left two lights are suppose to bed RED while the middle lights are suppose to be YELLOW http://steamcommunity.com/profiles/76561198079898660/screenshot/280722393130841015 this is the photo at night time http://steamcommunity.com/profiles/76561198079898660/screenshot/280722393130844254 My question is how can I make these lights super bright during the DAY and even more brighter at NIGHT My lights are RVMATTED http://prntscr.com/ast78j My lights are PLACED in front of the standard LIGHTBAR
  13. Hello, I am one of the lead developers here at Arma 3 RPG. We have a modeller as well as a few core members. We are looking for a scripter that is capable of making a custom mission for our community. A payment is available if you are able to create a custom mission with our custom content. Currently, we are playing on Takistan Life however in the future we have hopes in advancing in to the "LIFE" missions. If you have an interests, or concerns feel free to join our forums or teamspeak and introduce yourself. www.arma3rpg.net
  14. ArmaAddict7

    Problem with getting people in vehicle

    Yes, That was it thank you *Fixed*
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