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JuuRanium1

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About JuuRanium1

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  1. JuuRanium1

    Doors not working

    For me it still does not work. Can you send me the config you used? @Jackal326
  2. JuuRanium1

    Doors not working

    As far as I can see everything should be correct. You can check my P3D: https://we.tl/t-wq6u5qVHfQ @Jackal326
  3. JuuRanium1

    Doors not working

    No. @reyhard
  4. Hello! I have a problem modelling my door. I see the user action, so the trigger works. But the animation doesn't do anything. Could someone check my code and see if I am making some stupid mistake?? Config File: class CfgPatches { class A3_MyAddon { units[]= { "" }; weapons[]= { }; requiredVersion=0.1; }; }; class CfgVehicles { class House; class TestObject : House { scope = 2; model = "\Objects\TestObject.p3d"; placement = vertical; mapSize = 20; displayName = "Test"; author = "None"; cost = 0; armor = 5000; class AnimationSources { // Animation sources for doors class door_01_source { source = user; // "user" = custom source = not controlled by some engine value initPhase = 0; // Initial value of animations based on this source animPeriod = 1; // Coefficient for duration of change of this animation }; }; class UserActions { class OpenDoor_01 { displayName = "Open Door"; // Label of the action used in the action menu itself. position = door_01_trigger; // Point in Memory lod in p3d around which the action is available. priority = 0.4; // Priority coefficient used for sorting action in the action menu. radius = 3; // Range around the above defined point in which you need to be to access the action. onlyForPlayer = false; // Defines if the action is available only to players or AI as well. condition = "this animationSourcePhase ""door_01_rot"" == 0"; statement = "this animate [""door_01_rot"",1]"; }; class CloseDoor_01: OpenDoor_01 { displayName = "Close Door"; priority = 0.2; condition = "this animationSourcePhase ""door_01_rot"" == 1"; statement = "this animate [""door_01_rot"",0]"; }; }; actionBegin1 = OpenDoor_01; actionEnd1 = OpenDoor_01; numberOfDoors = 1; }; }; Model file: class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class TestObject_Skeleton: Default { skeletonInherit = "Default"; skeletonBones[] = { "door_01", "", }; }; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class TestObject: Default { skeletonName = "TestObject_Skeleton"; class Animations { class door_01_rot { type = rotation; source = door_01_source; // Controler defined in class AnimationSources in config.cpp. selection = door_01; // Selection from p3d that also has to be defined as a bone in this model`s skeleton. axis = door_01_axis; // Axis of the rotation. memory = 0; minValue = 0.1; // 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); }; }; }; }; };
  5. JuuRanium1

    Trouble with doors

    Hello! I have a problem modelling my door. I see the user action, so the trigger works. But the animation doesn't do anything. Could someone check my code and see if I am making some stupid mistake?? Config: class CfgPatches { class A3_MyAddon { units[]= { "" }; weapons[]= { }; requiredVersion=0.1; }; }; class CfgVehicles { class House; class TestObject : House { scope = 2; model = "\Objects\TestObject.p3d"; placement = vertical; mapSize = 20; displayName = "Test"; author = "ISOC - Epic"; cost = 0; armor = 5000; class AnimationSources { // Animation sources for doors class door_01_source { source = user; // "user" = custom source = not controlled by some engine value initPhase = 0; // Initial value of animations based on this source animPeriod = 1; // Coefficient for duration of change of this animation }; }; class UserActions { class OpenDoor_01 { displayName = "Open Door"; // Label of the action used in the action menu itself. position = door_01_trigger; // Point in Memory lod in p3d around which the action is available. priority = 0.4; // Priority coefficient used for sorting action in the action menu. radius = 5; // Range around the above defined point in which you need to be to access the action. onlyForPlayer = false; // Defines if the action is available only to players or AI as well. condition = "this animationSourcePhase ""door_01_rot"" == 0"; statement = "this animate [""door_01"",1]"; }; class CloseDoor_01: OpenDoor_01 { displayName = "Close Door"; priority = 0.2; condition = "this animationSourcePhase ""door_01_rot"" == 1"; statement = "this animate [""door_01"",0]"; }; }; actionBegin1 = OpenDoor_01; actionEnd1 = OpenDoor_01; numberOfDoors = 1; }; }; Model: class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class TestObject_Skeleton: Default { skeletonInherit = "Default"; skeletonBones[] = { "door_01", "", }; }; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class TestObject: Default { skeletonName = "TestObject_Skeleton"; class Animations { class door_01_rot { type = rotation; source = door_01_source; // Controler defined in class AnimationSources in config.cpp. selection = door_01; // Selection from p3d that also has to be defined as a bone in this model`s skeleton. axis = door_01_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); }; }; }; }; };
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