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Shim13

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Posts posted by Shim13


  1. Ive got a problem with mine. I just can't get it to animate. There are some flaps on the back of the model that I want to rotate up as the speed increases. I originally had the source = "speed"; but it didn't work. I rewrote the config to the tutorial to where its a user action, but still nothing. Any one have any ideas?

    class CfgSkeletons

    {

    class Plane{};

    class Scout_Bike_Skeleton : Plane

    {

    isDiscrete = 1;

    skeletonInherit = "";

    skeletonBones[]=

    {

    "RThrust","",

    "LThrust","",

    };

    };

    };

    class CfgModels

    {

    class Default{};

    class Sout_bike: Default

    {

    skeletonName = "Scout_Bike_Skeleton";

    sectionsInherit = "";

    sections[] = {};

    class Animations

    {

    class RightThruster{

    type = "rotation";

    source = "ThrustUp";

    selection = "RThrust";

    axis = "RThrustPiv";

    memory = 1;

    minValue = 0;

    maxValue = 1;

    sourceAddress = "clamp";

    angle0 = 0;

    angle1 = "rad -160";

    };

    class LeftThruster{

    type = "rotation";

    source = "ThrustUp";

    selection = "LThrust";

    axis = "LThrustPiv";

    memory = 1;

    minValue = 0;

    maxValue = 1;

    sourceAddress = "clamp";

    angle0 = 0;

    angle1 = "rad -160";

    };

    };

    };

    };

    class CfgPatches {

    class Scout_Bike {

    units[] = {"Scout_Bike"};

    weapons[] = {};

    requiredVersion = 0.1;

    requiredAddons[] = {"CAWheeled3"};

    };

    };

    class CfgMovesBasic {

    class DefaultDie; // External class reference

    class ManActions {

    Bike_Driver = "Bike_Driver";

    Bike_Cargo = "Bike_Cargo";

    };

    };

    class CfgMovesMaleSdr : CfgMovesBasic {

    class States {

    class Bike_Dead : DefaultDie {

    actions = "DeadActions";

    file = "\ca\wheeled3\TT650\DATA\anim\KIA_TT650_Driver.rtm";

    speed = 1e+010;

    terminal = true;

    soundEnabled = false;

    };

    class Crew; // External class reference

    class Bike_Driver : Crew {

    file = "\shim_sw\DATA\scout_driver.rtm";

    connectTo[] = {"Bike_Dead", 1};

    };

    };

    };

    class CfgVehicles {

    class plane; // External class reference

    class Scout_Bike : Plane {

    scope = public;

    model = "shim_sw\scout_bike.p3d";

    icon = "\ca\wheeled3\data\UI\Icon_TT650_M1030_CA.paa";

    mapSize = 3;

    picture = "\ca\wheeled3\data\UI\Picture_TT650_CA.paa";

    displayname = 74z;

    vehicleClass = "Car";

    side = TWest;

    faction = USMC;

    crew = "USMC_Soldier";

    weapons[] = {};

    fuelCapacity = 200;

    maxSpeed = 200; // max speed on level road, km/h

    // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types

    threat[] = {0, 0, 0};

    DriverAction = "Bike_Driver";

    getInAction = "GetInLow";

    getOutAction = "GetOutLow";

    extCameraPosition[] = {0, 1, -5};

    armor = 50;

    dustEffect = "HeliDust";

    waterEffect = "HeliWater";

    landingSpeed = 200;

    vtol = 0;

    aileronSensitivity = 1.0; // relative aileron sensitivity

    elevatorSensitivity = 0.7; // relative elevator sensitivity

    envelope[] = {0.0, 4.0, 4.5, 5.0, 6.5, 6.5, 6.5, 7.0, 6.4, 5.5, 4.0, 1.8, 0.5, 0};

    type = VAir;

    class AnimationSources

    {

    class ThrustUp

    {

    source = "user";

    animPeriod = 5;

    initPhase=0;

    };

    };

    class UserActions

    {

    class OpenRamp

    {

    displayName="Move up";

    position="ACTION_Thrust";

    onlyforplayer=0;

    radius=8;

    condition="(this animationPhase ""AnimateRThrust"" == 0)";

    statement="this animate [""AnimateRThrust"",1];";

    };

    class CloseRamp

    {

    displayName="Move Down";

    position="ACTION_Thrust";

    onlyforplayer=0;

    radius=8;

    condition="(this animationPhase ""AnimateRThrust"" == 1)";

    statement="this animate [""AnimateRThrust"",0];";

    };

    };

    };

    };

    Nothing shows up in the RPT either.


  2. Ok, I've managed to get my base model to show up in game.That is without any LODs what-so-ever. But when I start to input the memory points and rez LODs, the game crashes when loading up from the editor.

    I figured it was something wrong with my P3D, so I tried putting the example soldier in its place and still the same. Is this a config issue?

    -nothing shows up in the RPT either.


  3. Hi, I have just recently started to dabble in addons and I have run into a snag. I have made a new infantry model based off the BI example model. The skeleton and and such are the same, so all I had to do is reference the game soldier (at least that's my reasoning).

    But right now my main issue is getting the thing to show up in the editor. It's nowhere in the menus for units. I believe that this could be a problem with my config. I would really appreciate any help on the matter.

    -please disregard the blank entries. I plan to input values later, but right now I'm more concerned with getting the model in game for test.

    class CfgPatches {
    class SW_Trooper {
    	units[] = {"sw_inf_storm"};
    	weapons[] = {};
    	requiredVersion = 1.0;
    	requiredAddons[] = {"CACharacters"};
    };
    };
    
    class CfgFactionClasses {
    class SW {
    	displayName = SW;
    	priority = 1;
    	side = TWest;
    };
    };
    
    class CfgVehicleClasses {
    class SW_Trooper {
    	displayName = "Trooper";
    };
    };
    
    class CfgVehicles {
    class Man;	// External class reference
    
    class CAManBase : Man {
    	class TalkTopics;	// External class reference
    
    	class HitPoints {
    		class HitHead;	// External class reference
    		class HitBody;	// External class reference
    	};
    };
    
    class SoldierWB : CAManBase {
    	class TalkTopics : TalkTopics {};
    };
    
    class SW_Trooper_Base: SoldierWB {
    	side = Twest;
    	indentityTypes = ;
    	faceType = ;
    	model = "\shim_sw\test.p3d";
    	portrate = ;
    	picture = ;
    	icon = ;
    	scope = private;
    	faction = SW;
    	vehicleClass = "SW_Trooper";
    	cost = 80000 ;
    	camouflage = ;
    	accuracy = ;
    	genericNames = ;
    
    	class HitPoints : HitPoints {
    		class HitHead : HitHead {
    			armor = 0.85;
    		};
    
    		class HitBody : HitBody {
    			armor = 1;
    			passThrough = 0.8;
    		};
    	};
    
    	class TalkTopics : TalkTopics {
    		core_en = "Core_Full";
    	};
    	languages[] = {"EN"};
    
    	class Wounds {
    		tex[] = {};
    		mat[] = {};
    	};
    };
    
    class sw_inf_storm : SW_Trooper_Base {
    	vehicleClass = "SW_Trooper";
    	displayName = "T-142";
    	scope = public;
    	side = TWest;
    	model = "\shim_sw\test.p3d";
    	picture = ; 
    	Icon = ;
    	weapons[] = {};
    	magazines[] = {};
    };
    };

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