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Dex.
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Posts posted by Dex.
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Like i said when i pack the mod without the animation parts it works great and everything works. But when i pack it with the animation parts it gives me this error:
14:31:55: Error: Bad entry count in model.cfg/CfgSkeletons/OFP2_ManSkeleton/ skeletonand alot of these errors:
14:31:56: Warning: iron_man\model\dex_iron_man_mask_f.p3d:1, vertex: 3485, sum of weights is 200, should be 100
So im not sure what i need to do to be able to animate it.
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Hello everyone.
I need help on how I can manage to animate a headgear, in this case a helmet. So what i’m trying to do is to make the face part rotate and then to slide to a given position.
I have these axis called:
face_open_stage1_axisface_slide_axis
mask.
Everything works fine in OB but when I pack it, it gives me a lot of warning. But no error. And when i test it ingame the helpmet is betwen the characters legs.
I figured that the problem is that I don't know where to put the selection of the bone in the model.cfg. I tried a lot of things but no results.
When I pack everything without the face_open selection inside the bone list it works great ingame.
Picture 1 = Selections.
Picture 2 = Memory Lod.
Config.cpp
Spoilerclass CfgPatches { class Dex_Iron_Man_Mask { weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F"}; }; }; class cfgWeapons { class ItemCore; // External class reference class InventoryItem_Base_F; // External class reference class HeadgearItem; class dex_iron_man_mask_f : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Iron Man"; picture = "\Iron_man\data\icon.paa"; model = "\Iron_man\Model\dex_iron_man_mask_f.p3d"; class ItemInfo : HeadgearItem { mass = 50; uniformModel = "\Iron_man\Model\dex_iron_man_mask_f"; modelSides[] = {0}; armor = 10*0.5; passThrough = 0.8; }; }; class UserActions { class Open_mask { displayName = "Open Face"; position = "Mask"; radius = 2; onlyForPlayer = 1; condition = "this animationSourcePhase ""Open_face_mask"", ""slide_face_back"" == 1"; statement = "this animationSource [""Open_face_mask"", ""slide_face_back"",0];"; shortcut = "LeanRight"; }; class Close_mask: Open_mask { displayName = "Close Face"; condition = "this animationSourcePhase ""slide_face_back"", ""Open_face_mask"" == 0"; statement = "this animationSource [""slide_face_back"", ""Open_face_mask"",1];"; }; }; class AnimationSources { class Open_face_mask { source = "user"; animPeriod = 2; initPhase = 1; }; class slide_face_back: Open_face_mask {}; }; }; class cfgMods { author = "[FTP] Dex"; timepacked = "051020202228"; };
Model.Cfg
Spoilerclass CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "face_open","", "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", //Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", //New facial features "Face_Hub","head", "Face_Jawbone","Face_Hub", "Face_Jowl","Face_Jawbone", "Face_chopRight","Face_Jawbone", "Face_chopLeft","Face_Jawbone", "Face_LipLowerMiddle","Face_Jawbone", "Face_LipLowerLeft","Face_Jawbone", "Face_LipLowerRight","Face_Jawbone", "Face_Chin","Face_Jawbone", "Face_Tongue","Face_Jawbone", "Face_CornerRight","Face_Hub", "Face_CheekSideRight","Face_CornerRight", "Face_CornerLeft","Face_Hub", "Face_CheekSideLeft","Face_CornerLeft", "Face_CheekFrontRight","Face_Hub", "Face_CheekFrontLeft","Face_Hub", "Face_CheekUpperRight","Face_Hub", "Face_CheekUpperLeft","Face_Hub", "Face_LipUpperMiddle","Face_Hub", "Face_LipUpperRight","Face_Hub", "Face_LipUpperLeft","Face_Hub", "Face_NostrilRight","Face_Hub", "Face_NostrilLeft","Face_Hub", "Face_Forehead","Face_Hub", "Face_BrowFrontRight","Face_Forehead", "Face_BrowFrontLeft","Face_Forehead", "Face_BrowMiddle","Face_Forehead", "Face_BrowSideRight","Face_Forehead", "Face_BrowSideLeft","Face_Forehead", "Face_Eyelids","Face_Hub", "Face_EyelidUpperRight","Face_Hub", "Face_EyelidUpperLeft","Face_Hub", "Face_EyelidLowerRight","Face_Hub", "Face_EyelidLowerLeft","Face_Hub", "EyeLeft","Face_Hub", "EyeRight","Face_Hub", //Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", //Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", //Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", //Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class ArmaMan : Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // 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 = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","Eyes","personality","hl", "injury_head", "ghillie_hide","face_open" }; skeletonName = "OFP2_ManSkeleton"; }; class dex_iron_man_mask_f : ArmaMan { class Animations { class open_mask { type="rotation"; source="Open_face_mask"; selection="face_open"; axis="face_open_stage1_axis"; initPhase = 0.0; minValue = 0.0;//rad -45.836624 maxValue = 1.6;//rad 11.459156 angle0 = 0.0;//rad 0.0; angle1 = -1.6;//rad 171.88734; }; class Slide_mask_back { type="translation"; source="slide_face_back"; selection="face_open"; axis="face_slide_axis"; initPhase = 0.0; minValue = 0.0;//rad -45.836624 maxValue = 2.0;//rad 11.459156 offset0 = 0.0;//rad 0.0; offset1 = 2.0;//rad 171.88734; }; }; }; };
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Okey so i fixed my own problem and i will explain for those out there who are looking to do the same on your models. I have not test this on a live server so it might work or not, but in the editor it works perfect.
So what my point from the begining was to get 2 reflectors to turn on and off aswell as the glowing texture that lights have and make it work though the useraction menu
This is what i have in the Config.Cpp
SpoilerIn Class "EventHandlers" i have this:
class EventHandlers
{
init="_this execVM ""nVts_eclipse\scripts\init.sqf"";";
};In Class "Reflectors" i have this:
class focoR
{
color[] = {7000,7500,10000};
ambient[] = {70,75,100};
intensity = 80;
size = 1;
innerAngle = 45;
outerAngle = 85;
coneFadeCoef = 10;
position="alley_right";
direction="alley_right_end";
hitpoint="alley-right";
selection="alley-right";
useFlare = 1;
dayLight = 0;
flareSize = 6;
flareMaxDistance = 250;
class Attenuation
{
start = 0;
constant = 0;
linear = 1;
quadratic = 1;
hardLimitStart = 150;
hardLimitEnd = 300;
};
};
class focoL
{
color[] = {7000,7500,10000};
ambient[] = {70,75,100};
intensity = 80;
size = 1;
innerAngle = 45;
outerAngle = 85;
coneFadeCoef = 10;
position="alley_left";
direction="alley_left_end";
hitpoint="alley-left";
selection="alley-left";
useFlare = 1;
dayLight = 0;
flareSize = 6;
flareMaxDistance = 250;
class Attenuation
{
start = 1;
constant = 0;
linear = 0;
quadratic = 1;
hardLimitStart = 150;
hardLimitEnd = 300;
};
};
};
aggregateReflectors[] = {{"LightCarHeadL01", "LightCarHeadR01", "focoR", "focoL", ""}};In Class "Useractions" i have this:
class Foco_on
{
displayName = "<t color='#193c65'>Auxiliary Light (Z)</t>";
displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\ico_cpt_land_on_ca.paa' size='1.5' />";
position = "drivewheel_axis";
radius = 1;
onlyForPlayer = 1;
condition = "this animationPhase ""foco_on"" < 0.5 AND Alive(this) AND driver this == player";
statement = "this animate ['foco_on',1], this animate ['foco2_on',1]";
shortcut = "MoveDown";
showWindow = 0;
};
class Foco_off
{
displayName = "<t color='#193c65'>Auxiliary Light (Z)</t>";
displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\ico_cpt_land_off_ca.paa' size='1.5' />";
position = "drivewheel_axis";
radius = 1;
onlyForPlayer = 1;
condition = "this animationPhase ""foco_on"" > 0.5 AND Alive(this) AND driver this == player";
statement = "this animate ['foco_on',0], this animate ['foco2_on',0]";
shortcut = "MoveDown";
showWindow = 0;
};In Class "AnimationSources" i have this:
class AnimationSources: AnimationSources
{
class turn_left
{
source = "user";
animPeriod = 0.001;
initPhase = 0;
};
class foco_on: turn_left{};
class foco2_on: turn_left{};
};
As for the Model.Cfg i have done it like this.SpoilerIn Class "CfgSkeletons" i have this:
"alley-left" ,"",
"alley-right" ,"",In the axis i have this:
alley_left
alley_left_end
alley_right
alley_right_endAnd for the Class "Animations" i have this:
class foco_on
{
type="hide";
source="user";
selection="alley-right";
// sourceAddress = clamp;// (default)
minValue = -0.8;//rad -45.836624
maxValue = 0.2;//rad 11.459156
hideValue = 0.2;
unHideValue = 1.0;
animPeriod = 0.0;
initPhase = 0.0;
};
class foco2_on: foco_on
{
source="user";
selection="alley-left";
};
class foco_off
{
type="hide";
source="time";
selection="alley-right";
sourceAddress = loop;
minValue = -0.8;//rad -45.836624
maxValue = 0.2;//rad 11.459156
hideValue = 999990.0;
// unHideValue = -1.0;//(default)
animPeriod = 0.0;
initPhase = 0.0;
};
class foco2_off: foco_off
{
source="time";
selection="alley-left";
};This lights are run though a scrip. The script is called "lights.sqf" and an other called "init.sqf"
SpoilerInside "init.sqf" i have this:
if (!hasInterface) exitwith {};
params["_vcl","_lights","_light"];
[_vcl] execVM "nVts_eclipse\scripts\lights.sqf";
exit;Inside "lights.sqf" i have this:
_vcl = _this select 0;
while{alive _vcl} do{
_phaseLightLeft = round(_vcl animationPhase "foco2_on");
_phaseLightRight = round(_vcl animationPhase "foco_on");if (_phaseLightRight == 1) then {
_vcl setHit ["alley-right",0];
}else{
_vcl setHit ["alley-right",1];
};
if (_phaseLightLeft == 1) then {
_vcl setHit ["alley-left",0];
}else{
_vcl setHit ["alley-left",1];
};
sleep 0.01;
};
exit;
I hope this did help someone as in for me it took me a while to get this done and hope for you guys out there too have some clue on how to get this done. Im no scripter but i can get around it and work it out :)
/Dex-
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Ooh i see. Would be nice if someone that have this option on their vehicle could explain how they did it, we are not the only one that have this problem and im sure who ever wanna make this aswell would wanna know how to do it :)
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so far i got the scrollwheel option to work and the texture turns off and on, but my problem now is that the reflection itself dont follow with the texture when it turns on and off. So i tried to put the name of the reflectors in the souce option and it still wont work.
@Ogrinho You said your lights where working could you please give me a hint on what you did put inside the model in order to get your reflectors to turn on and off?. It would be really nice if you could because im still stuck on this part of the vehicle.
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So far i got no luck with this what so ever :(
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allright thank you :). Btw does the lights im trying to set up look allright? i mean beside the problems you commented on? :)
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Here is the config and model.cfg :)
Config:Spoiler#include "basicdefines_A3.hpp"
class DefaultEventhandlers;#include "CfgPatches.hpp"
class AnimationSources;
class EventHandlers;
class WeaponFireGun;
class WeaponCloudsGun;
class WeaponFireMGun;
class WeaponCloudsMGun;class CfgSounds
{
class policesiren
{
name = "policesiren";
sound[] = {"nVts_eclipse\sound\police\wail.ogg",1,1};
titles[] = {};
scope = 2;
reloadTime = 4;
};
class normalHorn
{
name = "Car horn";
sound[] = {"nVts_eclipse\sound\horn.ogg",1,1};
titles[] = {};
scope = 2;
reloadTime = 4;
};
class policesiren2
{
name = "policesiren 2";
sound[] = {"nVts_eclipse\sound\police\yelp.ogg",1,1};
titles[] = {};
scope = 2;
reloadTime = 4;
};
};
class cfgWeapons
{
class SportCarHorn;
class car_horn: SportCarHorn
{
displayname = "Horn";
reloadTime = 2;
drySound[] = {"nVts_eclipse\sound\horn.ogg",1,1};
scope = 2;
};
class police_takedown: SportCarHorn
{
displayname = "Takedown";
reloadTime = 4;
drySound[] = {"nVts_eclipse\sound\police\horn\takedown.wss",1,1};
scope = 2;
};
class police_airhorn: SportCarHorn
{
displayname = "Airhorn";
reloadTime = 4;
drySound[] = {"nVts_eclipse\sound\police\wail.ogg",1,1};
scope = 2;
};
class police_priority: SportCarHorn
{
displayname = "priority";
scope = 2;
reloadTime = 4;
drySound[] = {"nVts_eclipse\sound\police\yelp.ogg",0.5,1};
};
};
class CfgVehicles
{
class Car;
class Car_F: Car
{
class HitPoints /// we want to use hitpoints predefined for all cars
{
class HitLFWheel;
class HitLF2Wheel;
class HitRFWheel;
class HitRF2Wheel;
class HitFuel;
class HitEngine;
class HitBody;
class HitGlass1;
class HitGlass2;
class HitGlass3;
class HitGlass4;
class HitGlass5;
};
class EventHandlers{};
};
class nVts_Eclipse_Base: Car_F
{
model = "\nVts_Eclipse\nVts_Eclipse"; /// simple path to model
picture = "\nVts_Eclipse\data\portrait_car_CA.paa";
Icon = "\nVts_Eclipse\data\map_car_CA.paa";
weapons[] = {"car_horn","police_takedown","police_airhorn","police_priority"};
extCameraPosition[] = {0,1,-8};
ejectDeadDriver = 1;
ejectDeadCargo = 1;
hideWeaponsDriver = 1;
hideWeaponsCargo = 1;
slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"};
displayName = "Volvo xc70 - Police"; /// displayed in EditordriverAction = "driver_offroad01";
driverInAction = "";
cargoAction[] = {"passenger_low01","passenger_generic01_leanleft","passenger_generic01_foldhands"};
cargoInAction[] = {"GetInLow"};memoryPointsGetInDriver = "pos driver";
memoryPointsGetInDriverDir = "pos driver dir";
memoryPointsGetInCargo[] = {"pos cargo 1","pos cargo 2","pos cargo 3"};
memoryPointsGetInCargoDir[] = {"pos cargo 1 dir","pos cargo 2 dir","pos cargo 3 dir"};hiddenSelections[] = {"", "", ""}; ///we want to allow changing the color of this selection
terrainCoef = 2; /// different surface affects this car more, stick to tarmac
turnCoef = 3; /// 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
brakeDistance = 3.0; /// how many internal waypoints should the AI plan braking in advance
acceleration = 15; /// how fast acceleration does the AI think the car hasfireResistance = 5; /// lesser protection against fire than tanks
armor = 65;
cost = 50000; /// how likely is the enemy going to target this vehicletransportMaxBackpacks = 4; /// just some backpacks fit the trunk by default
transportSoldier = 3; /// number of cargo except driver/// some values from parent class to show how to set them up
wheelDamageRadiusCoef = 0.9; /// for precision tweaking of damaged wheel size
wheelDestroyRadiusCoef = 0.4; /// for tweaking of rims size to fit ground
maxFordingDepth = 0.5; /// how high water would damage the engine of the car
waterResistance = 1; /// if the depth of water is bigger than maxFordingDepth it starts to damage the engine after this time
crewCrashProtection = 0.25; /// multiplier of damage to crew of the vehicle => low number means better protection
driverLeftHandAnimName = "drivewheel"; /// according to what bone in model of car does hand move
driverRightHandAnimName = "drivewheel"; /// beware, non-existent bones may cause game crashes (even if the bones are hidden during play)class TransportItems {};
class Turrets{}; /// doesn't have any gunner nor commander
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: HitFuel
{
armor = 0.5;
material = -1;
passThrough = 0.2;
};
class HitEngine: HitEngine
{
armor = 0.5;
material = -1;
passThrough = 0.2;
};
class HitBody: HitBody
{
passThrough = 1;
};
class HitGlass1: HitGlass1
{
armor = 0.05;
passThrough = 1;
};
class HitGlass2: HitGlass2
{
armor = 0.05;
passThrough = 1;
};
class HitGlass3: HitGlass3
{
armor = 0.05;
passThrough = 1;
};
class HitGlass4: HitGlass4
{
armor = 0.05;
passThrough = 1;
};
class HitGlass5: HitGlass5
{
armor = 0.05;
passThrough = 1;
};
};getInAction = GetInLow; /// how does driver look while getting in
getOutAction = GetOutLow; /// and out#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 simpleclass PlayerSteeringCoefficients
{
turnIncreaseConst = 1.0;
turnIncreaseLinear = 3.0;
turnIncreaseTime = 0.0;
turnDecreaseConst = 8.0;
turnDecreaseLinear = 0.0;
turnDecreaseTime = 0.0;
maxTurnHundred = 1.0;
};/// 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","nVts_eclipse\data\Rvmats\glossy.rvmat",
"nVts_eclipse\data\Rvmats\glossy_damage.rvmat",
"nVts_eclipse\data\Rvmats\glossy_destruct.rvmat","nVts_eclipse\data\Rvmats\metallic.rvmat",
"nVts_eclipse\data\Rvmats\metallic_damage.rvmat",
"nVts_eclipse\data\Rvmats\metallic_destruct.rvmat"
};
};class Exhausts /// specific exhaust effects for the car
{
class Exhaust1 /// the car has two exhausts - each on one side
{
position = "exhaust1_pos"; /// name of initial memory point
direction = "exhaust1_dir"; /// name of memory point for exhaust direction
effect = "ExhaustEffectHTruck"; /// what particle effect is it going to use
};class Exhaust2
{
position = "exhaust2_pos";
direction = "exhaust2_dir";
effect = "ExhaustEffectHTruck";
};
};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[] = {7000,7500,10000}; /// approximate colour of standard lights
ambient[] = {70,75,100}; /// 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 = 90;
outerAngle = 169; /// 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 = 0; /// switching light off during day saves CPU a lot
flareSize = 0.7; /// how big is the flareclass Attenuation
{
start = 1;
constant = 0;
linear = 0;
quadratic = 0.25;
hardLimitStart = 25; /// it is good to have some limit otherwise the light would shine to infinite distance
hardLimitEnd = 60;
};
};
class LightCarHeadR01: LightCarHeadL01
{
position = "LightCarHeadR01";
direction = "LightCarHeadR01_end";
hitpoint = "Light_R";
selection = "Light_R";
};class auxiliarylights
{
color[] = {7000,7500,10000};
ambient[] = {70,75,100};
intensity = 15;
size = 1;
innerAngle = 90;
outerAngle = 169;
coneFadeCoef = 10;
position = "auxiliarylights_pos";
direction = "auxiliarylights_dir";
hitpoint = "auxiliarylights_hitpoint";
selection = "auxiliarylights";
useFlare = 1;
dayLight = 0;
flareSize = 6;
flareMaxDistance = 250;
class Attenuation
{
start = 0;
constant = 0;
linear = 0;
quadratic = 1;
hardLimitStart = 150;
hardLimitEnd = 350;
};
};
class auxiliarylights1: auxiliarylights
{
position = "auxiliarylights1_pos";
direction = "auxiliarylights1_dir";
hitpoint = "Fauxiliarylights1_hitpoint";
selection = "auxiliarylights1";
};
};
aggregateReflectors[] = {{"LightCarHeadL01", "LightCarHeadR01", "auxiliarylights", "auxiliarylights1", ""}};hiddenSelectionsTextures[]={
"#(argb,8,8,3)color(0,0,0,1.0,CO)",
"",
"",
"",
"",
"",
"",
""
};
hiddenSelectionsMaterials[]={
"nVts_eclipse\data\Rvmats\metallic.rvmat",
""
};class AnimationSources: AnimationSources
{
class turn_left
{
source = "user";
animPeriod = 0.001;
initPhase = 0;
};
class turn_right: turn_left{};
class auxiliarylights_Off
{
source = "user";
animPeriod = 1;
initPhase = 1;
};
};class UserActions
{
class auxiliarylights_Off
{
displayName = "<t color='#193c65'>Full Lights</t>";
onlyForPlayer = 1;
position = "drivewheel_axis";
priority = 0.7;
radius = 3.6;
shortcut = "";
showWindow = 0;
textToolTip = "";
condition = "(this animationSourcePhase 'auxiliarylights_Off' < 0.5) AND (isLightOn this) AND (alive this)";
statement = "this animateSource ['auxiliarylights_Off', 1];";
};
class auxiliarylights_On: auxiliarylights_Off
{
displayName = "<t color='#193c65'>Full Lights</t>";
condition = "(this animationSourcePhase 'auxiliarylights_Off' > 0.5) AND (isLightOn this) AND (alive this)";
statement = "this animateSource ['auxiliarylights_Off', 0];";
};
class code_one
{
displayName = "Code One";
displayNameDefault = "Code One";
position = "drivewheel_axis";
radius = 1000;
condition = "(this animationPhase 'ARGENT_start' > 0.5) AND driver this == player";
statement = "this animate ['ARGENT_start',0], this animate ['encender_puente',0]";
onlyForplayer = 1;
showWindow = 0;
};
class code_two
{
displayName = "<t color='#f5c212'>Code Two</t>";
displayNameDefault = "Code Two";
position = "drivewheel_axis";
radius = 1000;
condition = "driver this == player";
statement = "this animate ['ARGENT_start',1], this animate ['encender_puente',1]";
onlyForplayer = 0;
showWindow = 0;
};
class code_three
{
displayName = "<t color='#ef1d1d'>Code Three</t>";
displayNameDefault = "Code Three";
position = "drivewheel_axis";
radius = 1000;
condition = "(this animationPhase 'ARGENT_start' < 2) AND driver this == player";
statement = "this animate ['ARGENT_start',2], this animate ['encender_puente',2]";
onlyForplayer = 0;
showWindow = 0;
};
class LeftSignalOn
{
displayName = "<t color=""#ffff00"">Left Signal</t>";
position = "drivewheel_axis";
radius = 1;
onlyForPlayer = 1;
condition = "this animationPhase ""turn_left"" < 0.5 AND Alive(this) AND driver this == player";
statement = "this animate [""turn_left"",1];";
shortcut = "LeanLeft";
showWindow = 0;
hideOnUse = 0;
};
class LeftSignalOff
{
displayName = "<t color=""#ffff00"">Left Signal</t>";
position = "drivewheel_axis";
radius = 1;
onlyForPlayer = 1;
condition = "this animationPhase ""turn_left"" > 0.5 AND Alive(this) AND driver this == player";
statement = "this animate [""turn_left"",0];";
shortcut = "LeanLeft";
showWindow = 0;
hideOnUse = 0;
};
class RightSignalOn
{
displayName = "<t color=""#ffff00"">Right Signal</t>";
position = "drivewheel_axis";
radius = 1;
onlyForPlayer = 1;
condition = "this animationPhase ""turn_right"" < 0.5 AND Alive(this) AND driver this == player";
statement = "this animate [""turn_right"",1];";
shortcut = "LeanRight";
showWindow = 0;
hideOnUse = 0;
};
class RightSignalOff
{
displayName = "<t color=""#ffff00"">Right Signal</t>";
position = "drivewheel_axis";
radius = 1;
onlyForPlayer = 1;
condition = "this animationPhase ""turn_right"" > 0.5 AND driver this == player";
statement = "this animate [""turn_right"",0];";
shortcut = "LeanRight";
showWindow = 0;
hideOnUse = 0;
};
};
};
// Derivate from the base class
class nVts_Eclipse: nVts_Eclipse_Base /// some class that is going to be visible in editor
{
author = "Dex";
vehicleClass="nVts";
scope = 2; /// makes the car visible in editor
scopeCurator=2; // scope 2 means it's available in Zeus mode (0 means hidden)
crew = "C_man_1"; /// we need someone to fit into the car
side = 3; /// civilian car should be on civilian side
faction = CIV_F; /// and with civilian faction
};
};Model.Cfg:
Spoilerclass Rotation
{
type = "rotation";
memory = 1;
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = 1;
};
class cfgSkeletons
{
class eclipse
{
skeletonInherit="";
isDiscrete=1;
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",
"auxiliarylights", ,"auxiliarylights_on",
"otochlaven",
"otocvez",
"damagehlaven",
"otochlaven",
"damagevez",
"otocvez",
"damagehide",
"glass1",
"damagehide",
"glass2",
"damagehide",
"glass3",
"damagehide",
"glass4",
"damagehide",
"daylights",
"damagehide",
"daylights",
"turn_left" ,"daylights",
"turn_right" ,"daylights",
"daylights",
"ukaz_rychlo",
"takedown",
"ukaz_rychlo2",
"BlueLight2",
"ukaz_rpm",
"BlueLight1",
"mph",
"BlueLight1_dir",
"rpm",
"BlueLight2_dir",
"fuel",
"takedown_axis",
"fuel_1",
"WhiteLightbar",
"fuel_01",
"WhiteLightbar_dir",
"fuel_2",
"fuel_3",
"prop_01",
"auxiliarylights_on", "auxiliarylights1_on",
"prop_02",
"lightbar_glass",
"prop_2",
"lightbar_lights",
"prop_1",
"lightbar_top",
"reverse_light", "daylights",
"turn_left_hide" ,"",
"turn_right_hide" ,"",
"fullLights_on",
"dummy",
"fullLights_off",
"lightbar_top",
"extraLights1",
"lightbar_front",
"extraLights2",
"lightbar_back",
"extraLights2_off",
"cage",
"extraLights1_off",
"directional",
"fullLights1_on",
"rambar",
"fulllights1_off",
"fulllights2_off",
"fulllights2_on",
"radar",
"auxiliarylights1_pos",
"auxiliarylights1_dir",
"auxiliarylights1_hitpoint",
"",
"",
"",
"",
"",
"",
"",""
};
};
};
class CfgModels
{
class Default
{
sections[]={};
sectionsInherit="";
skeletonName="eclipse";
};
class nVts_eclipse: Default
{
skeletonName="eclipse";
sections[]=
{
"glass3",
"glass4",
"glass2",
"glass1",
"light_l",
"light_r",
"body",
"camo1",
"podsvit pristroju",
"lb-front-red-1",
"target1",
"target2",
"target3",
"lock1",
"lock2",
"lock3",
"patrol1",
"patrol2",
"patrol3",
"lb-front-red-2",
"lb-right-front-corner",
"spz",
"brzdove svetlo",
"zadni svetlo",
"camo3",
"camo2",
"camo4",
"grill",
"auxiliarylights_on",
"black",
"auxiliarylights",
"brakedisk",
"chrome",
"siren_lights",
"windows_clear",
"windows_smoked",
"lb-front-blue-1",
"lb-front-blue-2",
"lb-back-blue-1",
"lb-back-blue-2",
"lb-back-blue-3",
"lb-right-back-corner",
"lb-back-red-1",
"lb-back-red-2",
"lb-back-red-3",
"lb-left-back-corner",
"lb-left-takedown",
"lb-right-takedown",
"lb-left-alley",
"lb-right-alley",
"lb-lights-front-2",
"lb-lights-front-1",
"lb-lights-back-1",
"lb-lights-back-2",
"lb-back-yellow-1",
"lb-back-yellow-2",
"lb-back-yellow-3",
"lb-back-yellow-4",
"lb-back-yellow-5"
};
/*<potential axis>
extraLights_on
auxiliarylights_on
fullLights_on
fullLights_off
fullLights1_on
fullLights1_off
fullLights2_on
fullLights2_off
extraLights2
extraLights1
auxiliarylights_pos
auxiliarylights
auxiliarylights1
auxiliarylights_x_axis
auxiliarylights_dir
auxiliarylights_on
auxiliarylights1_on
auxiliarylights1_pos
auxiliarylights1_dir
auxiliarylights1_hitpoint
auxiliarylights_hitpoint
extraLights1_on
extraLights1_off
extraLights2_on
extraLights2_off
wheel_1_1_damper
wheel_2_1_damper
wheel_1_2_damper
wheel_2_2_damper
glass3
glass4
glass2
glass1
fueltank
wheel_1_1_steering
wheel_1_2_steering
wheel_2_2_steering
wheel_2_1_steering
svetlo zp
svetlo zl
light_l
light_r
body
engine
wheel_1_1_axis
wheel_2_1_axis
wheel_1_2_axis
wheel_2_2_axis
slingloadcargo1
wheel_1_1_steering_axis
wheel_2_1_steering_axis
posun wheel_1_1
posun wheel_2_1
posun wheel_1_2
posun wheel_2_2
slingloadcargo2
slingloadcargo3
slingloadcargo4
exhaust1_pos
exhaust1_dir
wheel_1_1_bound
wheel_2_1_bound
wheel_1_2_bound
drivewheel_axis
wheel_2_2_bound
pip0_pos
pip0_dir
pip1_pos
lightcarheadl01
pip1_dir
pip2_pos
BlueLight1
BlueLight2
BlueLight1_dir
BlueLight2_dir
WhiteLightbar
WhiteLightbar_dir
pip2_dir
pos driver dir
pos driver
pos cargo 1
pos cargo 1 dir
pos cargo 2 dir
pos cargo 2
pos cargo 3
pos cargo 3 dir
lightcarheadr01
lightcarheadl01_end
lightcarheadr01_end
basic_damper_destruct_axis
fuel_axis
temp_axis
rpm_axis
mph_axis
trackbrl
trackbrr
trackblr
trackbll
trackfrl
trackfrr
trackflr
trackfll
wheel_1_1_hide
wheel_1_2_hide
wheel_2_2_hide
wheel_2_1_hide
dustfrontleft
dustfrontright
dustbackleft
dustbackright
doplonavi
dummy_axis
temp
camo1
fuel
rpm
mph
podsvit pristroju
drivewheel
lb-front-red-1
cage
radar
target1
target2
target3
lock1
lock2
lock3
patrol1
patrol2
patrol3
lb-front-red-2
lb-right-front-corner
lightbar_front
spz
turn_left
turn_right
reverse_light
brzdove svetlo
zadni svetlo
camo3
camo2
camo4
lb-front-blue-1
lb-front-blue-2
lb-back-blue-1
lb-back-blue-2
lb-back-blue-3
lb-right-back-corner
lb-back-red-1
lb-back-red-2
lb-back-red-3
lb-left-back-corner
lb-left-takedown
lb-right-takedown
lightbar_top
lb-left-alley
lb-right-alley
lightbar_back
mirrorlight
lb-lights-front-2
lb-lights-front-1
lb-lights-back-1
lb-lights-back-2
rambar
directional
lb-back-yellow-1
lb-back-yellow-2
lb-back-yellow-3
lb-back-yellow-4
lb-back-yellow-5
dummy
</potential axis>*/
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";}; // Inherits from the the glass 1, only the selection and the source will be changed
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";
};
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 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 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 damageHidedoor1: damageHide
{
selection="door1";
};
class damageHidedoor2: damageHide
{
selection="door2";
};
class turn_left_hide
{
type="hide";
source="time";
selection="turn_left";
sourceAddress = loop;
minValue = -0.5;//rad -28.64789
maxValue = 0.5;//rad 28.64789
hideValue = 0.5;
// unHideValue = -1.0;//(default)
animPeriod = 2.0;
initPhase = 0.0;
};
class turn_right_hide
{
type="hide";
source="time";
selection="turn_right";
sourceAddress = loop;
minValue = -0.5;//rad -28.64789
maxValue = 0.5;//rad 28.64789
hideValue = 0.5;
// unHideValue = -1.0;//(default)
animPeriod = 0.0;
initPhase = 0.0;
};
class turn_left
{
type="hide";
source="user";
selection="turn_left";
// sourceAddress = clamp;// (default)
minValue = -1.0;//rad -57.29578
maxValue = 0.5;//rad 28.64789
hideValue = 0.5;
unHideValue = 1.0;
animPeriod = 0.0;
initPhase = 0.0;
};
class turn_right
{
type="hide";
source="user";
selection="turn_right";
// sourceAddress = clamp;// (default)
minValue = -1.0;//rad -57.29578
maxValue = 0.5;//rad 28.64789
hideValue = 0.5;
unHideValue = 1.0;
animPeriod = 0.0;
initPhase = 0.0;
};
class auxiliarylights_off
{
type="hide";
source="time";
selection="auxiliarylights";
sourceAddress = loop;
minValue = -0.5;//rad -45.836624
maxValue = 0.5;//rad 11.459156
hideValue = 0.5;
// unHideValue = -1.0;//(default)
animPeriod = 0.0;
initPhase = 0.0;
};
class auxiliarylights_on
{
type="hide";
source="auxiliarylights";
selection="auxiliarylights";
// sourceAddress = clamp;// (default)
minValue = -1.0;//rad -45.836624
maxValue = 0.5;//rad 11.459156
hideValue = 0.5;
unHideValue = 1.0;
animPeriod = 0.0;
initPhase = 0.0;
};
};
};
}; -
So far no luck what so ever i just dont know what to accualy put inside the model.cfg for the reflectors to turn off and on with the useraction menu.
I dont know what i need to have inside the Source that tells the reflectors what to do :( -
Thank you for your answer. I will take a look and see of i can find something :)
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Hello.
I have a few question that maybe some of you have an answer for, i'll start with explaning with what im trying to do.I'm trying to make some sort of auxiliary lights for my car model and what i want to do is making the lights to only turn on when i use the useractions menu. The lights are working like any other reflectors at the moment when i hit "L" key for the lights thats when all lights turns on.
I have set a few things up allready like AnimationSources , in the model.cfg , useractions , vehicle model memory / selection. But it sems that i must be missing something because i do get the option ingame on the scrollwheel menu to turn them on but nothing happens. Down below i will type the parts of the config and model.cfg that has to do with the lights. So i have two reflectors that i want to be turnd on/off at the same time.
I really hope some one can help me with this because i been trying everything for the couple of days with no results.
"For the admins reading this please move this topic if it's in the wrong forums, it is my first time making one".
/Thanks for reading.
Config:
Spoilerclass auxiliarylights
{
color[] = {7000,7500,10000};
ambient[] = {70,75,100};
intensity = 15;
size = 1;
innerAngle = 90;
outerAngle = 169;
coneFadeCoef = 10;
position = "auxiliarylights_pos";
direction = "auxiliarylights_dir";
hitpoint = "auxiliarylights_hitpoint";
selection = "auxiliarylights";
useFlare = 1;
dayLight = 1;
flareSize = 6;
flareMaxDistance = 250;
class Attenuation
{
start = 0;
constant = 0;
linear = 1;
quadratic = 1;
hardLimitStart = 150;
hardLimitEnd = 350;
};
};
class auxiliarylights1: auxiliarylights
{
position = "auxiliarylights1_pos";
direction = "auxiliarylights1_dir";
hitpoint = "Fauxiliarylights1_hitpoint";
selection = "auxiliarylights1";
FlareSize = 6;
};
};
aggregateReflectors[] = {{"LightCarHeadL01", "LightCarHeadR01", "auxiliarylights", "auxiliarylights1", ""}};/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Not in config i just added them here on the website so it's not a mess
class AnimationSources: AnimationSources
{class auxiliarylights_on
{
source = "user";
animPeriod = 0.001;
initPhase = 0;
};
class auxiliarylights1_on
{
source = "user";
animPeriod = 0.001;
initPhase = 0;
};
};///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class UserActions
{
class auxiliarylights_on
{
displayName = "<t color='#193c65'>Full Lights ON</t>";
displayNameDefault = "";
position = "drivewheel_axis";
radius = 1;
onlyForPlayer = 1;
condition = "this animationPhase ""auxiliarylights"" < 0.5 AND Alive(this) AND driver this == player";
statement = "this animate [""auxiliarylights"",1];";
showWindow = 0;
shortcut = "LeanLeft";
};
class auxiliarylights_off
{
displayName = "<t color='#132d4c'>full Lights OFF</t>";
displayNameDefault = "";
position = "drivewheel_axis";
radius = 1;
onlyForPlayer = 1;
condition = "this animationPhase ""auxiliarylights_on"" > 0.5 AND Alive(this) AND driver this == player";
statement = "this animate [""auxiliarylights_on"",0];";
showWindow = 0;
shortcut = "LeanLeft";
};model.Cfg
Spoilerclass auxiliarylights_on
{
type="hide";
source="auxiliarylights";
selection="auxiliarylights";
// sourceAddress = clamp;// (default)
minValue = -1.0;//rad -45.836624
maxValue = 0.5;//rad 11.459156
hideValue = 0.5;
unHideValue = 1.0;
animPeriod = 0.0;
initPhase = 0.0;
};
class auxiliarylights_off
{
type="hide";
source="time";
selection="auxiliarylights";
sourceAddress = loop;
minValue = -0.5;//rad -45.836624
maxValue = 0.5;//rad 11.459156
hideValue = 0.5;
// unHideValue = -1.0;//(default)
animPeriod = 0.0;
initPhase = 0.0;
};
class auxiliarylights1_on
{
type="hide";
source="auxiliarylights1";
selection="auxiliarylights1";
// sourceAddress = clamp;// (default)
minValue = -1.0;//rad -45.836624
maxValue = 0.5;//rad 11.459156
hideValue = 0.5;
unHideValue = 1.0;
animPeriod = 0.0;
initPhase = 0.0;
};
class auxiliarylights1_off
{
type="hide";
source="time";
selection="auxiliarylights1";
sourceAddress = loop;
minValue = -0.5;//rad -45.836624
maxValue = 0.5;//rad 11.459156
hideValue = 0.5;
// unHideValue = -1.0;//(default)
animPeriod = 0.0;
initPhase = 0.0;
}; -
I allways use the program from Arma 3 Tools called "ImageToPaa" has allways worked for me just fine. Allso opening it with photoshop or gimp and save it again as TGA.
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i seen this script working somewhere other then the infistar option, i'll post again or edit my comment if i manage to find it for you.
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1
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You got this working/fixed?
How do i animate a headgear?
in ARMA 3 - MODELLING - (O2)
Posted
If that is the case then no wonder i cant get it to work. Since I have done animations on vehicles and other things but never a headgear or anything conected the character 🙂