skykiller
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core_pfieldgroups_3
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o2 modelling and i like a ww2 planes
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problem with make 4 machineguns for plane
skykiller posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
hi all:) im are noob in scripting /////and need help!!!:( i cant make a 4 Mguns 2x13,7mm and 2x13,3mm (model A6M2-21 Zero) and i had knew about it can be made by script ... someone can give me a script for 2 or 4 machineguns ??? and (if its important ) must i make a class of this Mguns ??? or script can make this Mgun class without configwork ??? pleace help !! -
problems with bones of model
skykiller replied to skykiller's topic in ARMA 2 & OA : MODELLING - (O2)
ineffective.......... -
problems with bones of model
skykiller replied to skykiller's topic in ARMA 2 & OA : MODELLING - (O2)
I tried to do something for the example model av8b ........ damagecanopy was a major bone ...... class rotor { type = "rotation"; source = "rotor"; selection = "rotor"; axis = "rotor_axis"; memory = 1; sourceAddress ="loop"; angle0 = 0; minValue = 0; maxValue = 1; angle1 = "6.3.1415"; }; i have a rotor and axis for rotor ..... why this dont work ? -
problems with bones of model
skykiller replied to skykiller's topic in ARMA 2 & OA : MODELLING - (O2)
i think i have a problems in the config......... because i copy bones of canopy (man told they are working) but .....its not working at my model... my models.CFG at this time look so: class CfgSkeletons { class Default; class Vehicle; class Plane: Vehicle { skeletonInherit="Vehicle"; skeletonBones[]= { "rotor","rotor", "NLG","", "NLG_WHEEL", "NLG", "MLG_LH","", "MLG_LH_WHEEL", "MLG_LH", "MLG_RH","", "MLG_RH_WHEEL", "MLG_RH", "aileronB_right", "aileronB_left","", "aileronT_right","", "aileronT_left","", "elevator left","", "elevator right","", "Elevator","", "flaps_L","", "flaps_R","", "rudder","", "Canopy","damageCanopy" }; }; }; class Rotation; class CfgModels { class Default; class Vehicle; class Plane: Vehicle { sectionsInherit="Vehicle"; sections[]= { "rotor","vrtule staticka", "vrtule blur", "rotor_axis", "zbytek","canopy","canopy_axis","aileron_LH","aileron_LH_axis_","damageCanopy"; }; skeletonName="Plane"; class Animations { class Canopy { type ="rotation"; animPeriod =3; selection ="damageCanopy"; axis ="canopy_axis"; angle0 =0; angle1 =-1.4; }; class aileronB_left { memory=1; type="rotation"; sourceAddress="clamp"; source="aileron"; selection="aileron_LH"; axis="axis_aileron_LH"; minValue=-1; maxValue=1; angle0="rad -25"; angle1="rad +25"; }; class aileronB_right : aileronB_left { selection="aileron_RH"; axis="axis_aileron_RH"; }; class rotor { type = "rotation"; source = "rotor"; selection = "rotor"; axis = "rotor_axis"; memory = 1; sourceAddress ="loop"; angle0 = 0; minValue = 0; maxValue = 1; angle1 = "6.3.1415"; }; class land_move_damage { type="translation"; source="damage"; selection="land_move"; axis="land_move_axis"; memory=1; minValue=0.999999; maxValue=1.000000; offset0=0; offset1=-1.029000; }; }; }; }; -
problems with bones of model
skykiller replied to skykiller's topic in ARMA 2 & OA : MODELLING - (O2)
thank you gnat ) no error is appear) but my rotor cant move and now......((((( this is my model.CFG : class CfgSkeletons { class Plane; //Define base class. class Bones: Plane { isDiscrete=1; skeletonInherit = ""; skeletonBones[]= { "vrtule staticka", "vrtule blur", "zbytek" }; }; }; class Rotation; class CfgModels { class Default; class Vehicle; class Plane: Vehicle { sectionsInherit="Vehicle"; sections[]= { "vrtule staticka", "vrtule blur","osa vrtule","vrtule", "zbytek" }; skeletonName="Plane"; class Animations { class leva_smerovka { type="rotation"; source="rudder"; selection="leva smerovka"; axis="osa leve smerovky"; memory=1; minValue=-1.000000; maxValue=1.000000; angle0=0.523599; angle1=-0.523599; }; class leva_vejskovka { type="rotation"; source="elevator"; selection="leva vejskovka"; axis="osa leve vejskovky"; memory=1; minValue=-1.000000; maxValue=1.000000; angle0=0.523599; angle1=-0.523599; }; class prava_vejskovka: leva_vejskovka { selection="prava vejskovka"; axis="osa prave vejskovky"; }; class Rotor: Rotation { type="rotation"; source="rotor"; selection="vrtule"; axis="osa vrtule"; sourceAddress="1"; angle0=0.000000; angle1=6.283185; }; class lkh_klapka { type="rotation"; source="aileron"; selection="lkh klapka"; axis="osa lkh klapky"; memory=1; minValue=-1.000000; maxValue=1.000000; angle0=-0.261799; angle1=0.261799; }; class ls_klapka: lkh_klapka { selection="ls klapka"; axis="osa ls klapky"; }; class pkh_klapka: lkh_klapka { selection="pkh klapka"; axis="osa pkh klapky"; }; class ps_klapka: lkh_klapka { selection="ps klapka"; axis="osa ps klapky"; }; class land_move_damage { type="translation"; source="damage"; selection="land_move"; axis="land_move_axis"; memory=1; minValue=0.999999; maxValue=1.000000; offset0=0; offset1=-1.029000; }; }; }; }; in 3d model all is right, i think... ---------- Post added at 11:24 AM ---------- Previous post was at 11:23 AM ---------- -
Hi all i have a trouble and need help: when i was started game with my model , a next error appeared: (No entry 'bin\config.bin\CfgVehicles\A6M2\MFD\Bones.Bones) what is this ? (SORRY FOR MY ENGLISH IF I MAKE MISTAKES) my config : class CfgPatches { class plane { units[] = {"a6m2 Zero"}; weapons[] = {}; requiredVersion = 0.10; }; }; class CfgVehicles { class Air; class Plane: Air { class NewTurret; class ViewPilot; }; class a6m2: Plane { scope = 2; displayName = $STR_DN_Mitsubishi A6M2 Zero; model = "\a6m2\a6m2.p3d"; icon = "\a6m2\Icon.paa"; picture = "\a6m2\bok2.paa"; side = 0; crew = RU_Soldier_Pilot; camouflage = 10; audible = 6; accuracy = 0.2; supplyRadius = 8; memoryPointGun = "machinegun"; memoryPointLRocket = "L raketa"; memoryPointRRocket = "P raketa"; speechSingular[] = {"KB_SU34"}; speechPlural[] = {"KB_SU34s"}; textSingular = "Zero"; textPlural = "Mitsubishi"; laserScanner = 1; minFireTime = 30; gunAimDown = 0.000; weapons[]={}; magazines[]={}; threat[] = {1, 1, 1}; soundEngine[] = {"\ca\Air3\Su34\Data\Sound\su34_av8b_v6.wss", db30, 0.8}; DriverAction = "Su34_Pilot"; class ViewPilot: ViewPilot { initFov = 0.8; minFov = 0.3; maxFov = 1.2; initAngleX = 0; minAngleX = -40; maxAngleX = +85; initAngleY = 0; minAngleY = -90; maxAngleY = 90; }; class Turrets { class MainTurret : NewTurret { body = ""; gun = ""; commanding = -1; weapons[]={GSh301}; magazines[]={180Rnd_30mm_GSh301}; }; }; armor = 60; damageResistance = 0.00336; armorStructured = 1; landingAoa = "rad 10"; landingSpeed = 165; maxSpeed = 850; //at sea level. flapsFrictionCoef = 0.3; aileronSensitivity = 1.2; elevatorSensitivity = 1; // noseDownCoef = 1; gearUpTime = 4.5; gearDownTime = 3; envelope[]= { // speed relative to max. speed -> lift // 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 // rel. speed 0.0,0.4,1.9,4,6.8,8.3,8.5,7.8,6.2,3.6,2.2,1.6,1.1, 0.7,0.4,0 // 0.0,1.4,2.0,3.2,3.5,3.6,3.6,3.4,2.6,2.2,1.6,1.0 // 1.05 settings }; class Damage { tex[]={}; mat[]={ "ca\air3\su34\data\Su34_01.rvmat", "ca\air3\su34\data\Su34_01.rvmat", "ca\air3\su34\data\Su34_01_destruct.rvmat", "ca\air3\su34\data\Su34_02.rvmat", "ca\air3\su34\data\Su34_02.rvmat", "ca\air3\su34\data\Su34_02_destruct.rvmat", "ca\air3\su34\data\Su34_interier.rvmat", "ca\air3\su34\data\Su34_interier.rvmat", "ca\air3\su34\data\Su34_interier_destruct.rvma t", "ca\air3\su34\data\Su34_int_special.rvmat", "ca\air3\su34\data\Su34_int_special.rvmat", "ca\air3\su34\data\Su34_int_special_destruct.rvmat ", "ca\air3\su34\data\Su34_wheels.rvmat", "ca\air3\su34\data\Su34_wheels.rvmat", "ca\air3\su34\data\Su34_wheels_destruct.rvmat" }; }; class Library { libEnable = 0; }; class Reflectors { class Left { color[] = {0.8, 0.8, 1.0, 1.0}; ambient[] = {0.07, 0.07, 0.07, 1.0}; position = "light_1_1_source"; direction = "light_1_1_target"; hitpoint = "L svetlo"; selection = "L svetlo"; size = 1; brightness = 1.0; }; class right { color[] = {0.8, 0.8, 1.0, 1.0}; ambient[] = {0.07, 0.07, 0.07, 1.0}; position = "light_1_2_source"; direction = "light_1_2_target"; hitpoint = "L svetlo"; selection = "L svetlo"; size = 1; brightness = 1.0; }; }; class MFD { borderLeft = 0.09; borderRight = 0.02; borderTop = 0.02; borderBottom = 0.1; class Bones { class AGLMove1 { type=fixed; source=altitudeAGL; // above ground level Pos[]={0.78,0.175}; }; class AGLMove2 { type=fixed; pos[]={0.05,0.8}; }; class ASLMove1 { type=linear; source=altitudeASL; // above sea level min=0; max=500; minPos[]={0.1,0.1}; maxPos[]={0.1,0.8}; }; class ASLMove2 { type=fixed; pos[]={0.1,0.8}; }; class VertSpeed { type=linear; source=vSpeed; min=-25; max=25; minPos[]={0,-0.4}; maxPos[]={0,0.4}; }; class SpdMove2 { source=speed; type=fixed; Pos[]={0.3,0.175}; }; class ILS { type=ils; // position when centered pos0[]={0.5,0.4}; // position when 3-degree off in both directions pos3[]={0.7,0.6}; }; class TargetDistanceMissile { type=rotational; source=targetDist; center[]={0,0}; min=100; max=3000; minAngle=-120; maxAngle=+120; }; class TargetDistanceMGun { type=rotational; source=targetDist; center[]={0,0}; min=100; max=570; minAngle=-180; maxAngle=+90; }; class PlaneW { type=fixed; pos[]={0.5,Pos0Center}; }; }; class Draw { alpha=0.6; //color[]={0.1,0.5,0.05}; color[]={0,0.3,0}; clipTL[]={0.0,0.05}; clipBR[]={1.0,0.90}; condition="on"; class Altitude { type=text; align=right; scale=1; // text size source=altitudeAGL; sourceScale=1; pos[]={AGLMove1,{-0.05,-0.03},1}; right[]={AGLMove1,{0.01,-0.03},1}; down[]={AGLMove1,{-0.05,0.03},1}; }; class DimmedBase { alpha=0.3; class AltitudeBase { type=line; points[]={{AGLMove2,1},{ASLMove2,1}}; }; }; class Speed { /*type=line; points[]={ {{0.95,0.87},1},{{0.95,0.1},1},{}, {SpdMove2,{-0.05,0},1},{SpdMove2,1} };*/ }; class SpeedNumber { type=text; align=left; scale=1; // text size source=speed; sourceScale=3.6; // convert from m/s to km/h pos[]={SpdMove2,{-0.05,-0.03},1}; right[]={SpdMove2,{0.01,-0.03},1}; down[]={SpdMove2,{-0.05,0.03},1}; }; class PlaneW { clipTL[]={0.0,0.1}; clipBR[]={1.0,0.90}; class LineHL { /*type=line; points[]={ {PlaneW, {-0.07, 0}, 1}, {PlaneW, {-0.02, 0}, 1}, {PlaneW, {0, -0.02}, 1}, {PlaneW, {+0.02, 0}, 1}, {PlaneW, {0, +0.02}, 1}, {PlaneW, {-0.02, 0}, 1}, {}, {PlaneW, {+0.02, 0}, 1}, {PlaneW, {+0.07, 0}, 1} };*/ }; class Velocity { type=line; points[]={ {Velocity,{0,-0.02},1},{Velocity,{0.02,0},1}, {Velocity,{0,+0.02},1},{Velocity,{-0.02,0},1}, {Velocity,{0,-0.02},1} }; }; }; class MGun { #define CIRCLE(bone,scale) \ {bone,{0,-scale},1},{bone,{+0.7*scale,-0.7*scale},1}, \ {bone,{+scale,0},1},{bone,{+0.7*scale,+0.7*scale}, 1}, \ {bone,{0,+scale},1},{bone,{-0.7*scale,+0.7*scale},1}, \ {bone,{-scale,0},1},{bone,{-0.7*scale,-0.7*scale},1}, \ {bone,{0,-scale},1} #define CIRCLE_MARK(bone,scaleIn,scaleOut,angle) \ {bone,{scaleIn*sin(angle),-scaleIn*cos(angle)},1}, \ {bone,{scaleOut*sin(angle),-scaleOut*cos(angle)},1} condition="mgun"; class Circle { type=line; points[]={ CIRCLE(WeaponAim,0.07),{}, CIRCLE(WeaponAim,0.01),{}, CIRCLE_MARK(WeaponAim,0.03,0.07,-180),{}, CIRCLE_MARK(WeaponAim,0.03,0.07,+90),{}, {WeaponAim,1,TargetDistanceMGun,{0,0.04},1}, {WeaponAim,1,TargetDistanceMGun,{0,0.07},1} }; }; }; class Missile { condition="missile"; class Circle { type=line; points[]={ CIRCLE(WeaponAim,0.1),{}, CIRCLE_MARK(WeaponAim,0.1*0.8,0.1*1.2,-120),{}, CIRCLE_MARK(WeaponAim,0.1*0.8,0.1*1.2,+120),{}, {WeaponAim,1,TargetDistanceMissile,{0,0.1*0.8},1}, {WeaponAim,1,TargetDistanceMissile,{0,0.1*1.2},1} }; }; class Target { type=line; points[]={ {Target,{-0.05,-0.05},1}, {Target,{+0.05,-0.05},1}, {Target,{+0.05,+0.05},1}, {Target,{-0.05,+0.05},1}, {Target,{-0.05,-0.05},1} }; }; }; class Horizont { /*clipTL[]={0.2,0.1}; clipBR[]={0.8,0.9}; class Dimmed { alpha=0.6; class Level0 { type=line; points[]={ {Level0,{-0.40,0},1},{Level0,{-0.13,0},1},{}, {Level0,{+0.13,0},1},{Level0,{+0.40,0},1} }; }; }; class LevelP5 { type=line; points[]={ {LevelP5,{-0.15,+0.03},1}, {LevelP5,{-0.15,0},1},{LevelP5,{+0.15,0},1}, {LevelP5,{+0.15,+0.03},1} }; }; class LevelM5 { type=line; points[]={ {LevelM5,{-0.15,-0.03},1}, {LevelM5,{-0.15,0},1},{LevelM5,{+0.15,0},1}, {LevelM5,{+0.15,-0.03},1} }; }; class LevelP10 { type=line; points[]={ {LevelP10,{-0.20,+0.05},1}, {LevelP10,{-0.20,0},1},{LevelP10,{+0.20,0},1}, {LevelP10,{+0.20,+0.05},1} }; }; class LevelM10 { type=line; points[]={ {LevelM10,{-0.20,-0.05},1}, {LevelM10,{-0.20,0},1},{LevelM10,{+0.20,0},1}, {LevelM10,{+0.20,-0.05},1} }; }; class LevelP15 { type=line; points[]={ {LevelP15,{-0.20,+0.07},1}, {LevelP15,{-0.20,0},1},{LevelP15,{+0.20,0},1}, {LevelP15,{+0.20,+0.07},1} }; }; class LevelM15 { type=line; points[]={ {LevelM15,{-0.20,-0.07},1}, {LevelM15,{-0.20,0},1},{LevelM15,{+0.20,0},1}, {LevelM15,{+0.20,-0.07},1} }; };*/ }; class ILS { condition="ils"; class Glideslope { clipTL[]={0.29,0.29}; clipBR[]={0.71,0.71}; class ILS { type=line; points[]={ {ILS,{-10,0},1},{ILS,{+10,0},1},{}, {ILS,{0,-10},1},{ILS,{0,+10},1} }; }; }; class AOABracket { type=line; points[]={ {{0.42,0.78},1},{{0.4,0.78},1}, {{0.4,0.88},1},{{0.42,0.88},1} }; }; }; }; }; // HUD }; }; 2) My model.CFG: class Rotation; class CfgModels { class Default; class Vehicle; class Plane: Vehicle { sectionsInherit="Vehicle"; sections[]= { "vrtule staticka", "vrtule blur", "zbytek" }; skeletonName="MySkeleton"; class Animations { class leva_smerovka { type="rotation"; source="rudder"; selection="leva smerovka"; axis="osa leve smerovky"; memory=1; minValue=-1.000000; maxValue=1.000000; angle0=0.523599; angle1=-0.523599; }; class leva_vejskovka { type="rotation"; source="elevator"; selection="leva vejskovka"; axis="osa leve vejskovky"; memory=1; minValue=-1.000000; maxValue=1.000000; angle0=0.523599; angle1=-0.523599; }; class prava_vejskovka: leva_vejskovka { selection="prava vejskovka"; axis="osa prave vejskovky"; }; class Rotor: Rotation { type="rotation"; source="rotor"; selection="vrtule"; axis="osa vrtule"; sourceAddress="1"; angle0=0.000000; angle1=6.283185; }; class lkh_klapka { type="rotation"; source="aileron"; selection="lkh klapka"; axis="osa lkh klapky"; memory=1; minValue=-1.000000; maxValue=1.000000; angle0=-0.261799; angle1=0.261799; }; class ls_klapka: lkh_klapka { selection="ls klapka"; axis="osa ls klapky"; }; class pkh_klapka: lkh_klapka { selection="pkh klapka"; axis="osa pkh klapky"; }; class ps_klapka: lkh_klapka { selection="ps klapka"; axis="osa ps klapky"; }; class land_move_damage { type="translation"; source="damage"; selection="land_move"; axis="land_move_axis"; memory=1; minValue=0.999999; maxValue=1.000000; offset0=0; offset1=-1.029000; }; }; }; }; i am a not bad 3D artist ..... but in configwork.......
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Hi all:) i have a trouble and need help: when i was started game with my model , a next error appeared: (No entry 'bin\config.bin\CfgVehicles\A6M2\MFD\Bones.Bones) what is this ? :confused: (SORRY FOR MY ENGLISH IF I MAKE MISTAKES:o) my config : class CfgPatches { class plane { units[] = {"a6m2 Zero"}; weapons[] = {}; requiredVersion = 0.10; }; }; class CfgVehicles { class Air; class Plane: Air { class NewTurret; class ViewPilot; }; class a6m2: Plane { scope = 2; displayName = $STR_DN_Mitsubishi A6M2 Zero; model = "\a6m2\a6m2.p3d"; icon = "\a6m2\Icon.paa"; picture = "\a6m2\bok2.paa"; side = 0; crew = RU_Soldier_Pilot; camouflage = 10; audible = 6; accuracy = 0.2; supplyRadius = 8; memoryPointGun = "machinegun"; memoryPointLRocket = "L raketa"; memoryPointRRocket = "P raketa"; speechSingular[] = {"KB_SU34"}; speechPlural[] = {"KB_SU34s"}; textSingular = "Zero"; textPlural = "Mitsubishi"; laserScanner = 1; minFireTime = 30; gunAimDown = 0.000; weapons[]={}; magazines[]={}; threat[] = {1, 1, 1}; soundEngine[] = {"\ca\Air3\Su34\Data\Sound\su34_av8b_v6.wss", db30, 0.8}; DriverAction = "Su34_Pilot"; class ViewPilot: ViewPilot { initFov = 0.8; minFov = 0.3; maxFov = 1.2; initAngleX = 0; minAngleX = -40; maxAngleX = +85; initAngleY = 0; minAngleY = -90; maxAngleY = 90; }; class Turrets { class MainTurret : NewTurret { body = ""; gun = ""; commanding = -1; weapons[]={GSh301}; magazines[]={180Rnd_30mm_GSh301}; }; }; armor = 60; damageResistance = 0.00336; armorStructured = 1; landingAoa = "rad 10"; landingSpeed = 165; maxSpeed = 850; //at sea level. flapsFrictionCoef = 0.3; aileronSensitivity = 1.2; elevatorSensitivity = 1; // noseDownCoef = 1; gearUpTime = 4.5; gearDownTime = 3; envelope[]= { // speed relative to max. speed -> lift // 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 // rel. speed 0.0,0.4,1.9,4,6.8,8.3,8.5,7.8,6.2,3.6,2.2,1.6,1.1,0.7,0.4,0 // 0.0,1.4,2.0,3.2,3.5,3.6,3.6,3.4,2.6,2.2,1.6,1.0 // 1.05 settings }; class Damage { tex[]={}; mat[]={ "ca\air3\su34\data\Su34_01.rvmat", "ca\air3\su34\data\Su34_01.rvmat", "ca\air3\su34\data\Su34_01_destruct.rvmat", "ca\air3\su34\data\Su34_02.rvmat", "ca\air3\su34\data\Su34_02.rvmat", "ca\air3\su34\data\Su34_02_destruct.rvmat", "ca\air3\su34\data\Su34_interier.rvmat", "ca\air3\su34\data\Su34_interier.rvmat", "ca\air3\su34\data\Su34_interier_destruct.rvmat", "ca\air3\su34\data\Su34_int_special.rvmat", "ca\air3\su34\data\Su34_int_special.rvmat", "ca\air3\su34\data\Su34_int_special_destruct.rvmat", "ca\air3\su34\data\Su34_wheels.rvmat", "ca\air3\su34\data\Su34_wheels.rvmat", "ca\air3\su34\data\Su34_wheels_destruct.rvmat" }; }; class Library { libEnable = 0; }; class Reflectors { class Left { color[] = {0.8, 0.8, 1.0, 1.0}; ambient[] = {0.07, 0.07, 0.07, 1.0}; position = "light_1_1_source"; direction = "light_1_1_target"; hitpoint = "L svetlo"; selection = "L svetlo"; size = 1; brightness = 1.0; }; class right { color[] = {0.8, 0.8, 1.0, 1.0}; ambient[] = {0.07, 0.07, 0.07, 1.0}; position = "light_1_2_source"; direction = "light_1_2_target"; hitpoint = "L svetlo"; selection = "L svetlo"; size = 1; brightness = 1.0; }; }; class MFD { borderLeft = 0.09; borderRight = 0.02; borderTop = 0.02; borderBottom = 0.1; class Bones { class AGLMove1 { type=fixed; source=altitudeAGL; // above ground level Pos[]={0.78,0.175}; }; class AGLMove2 { type=fixed; pos[]={0.05,0.8}; }; class ASLMove1 { type=linear; source=altitudeASL; // above sea level min=0; max=500; minPos[]={0.1,0.1}; maxPos[]={0.1,0.8}; }; class ASLMove2 { type=fixed; pos[]={0.1,0.8}; }; class VertSpeed { type=linear; source=vSpeed; min=-25; max=25; minPos[]={0,-0.4}; maxPos[]={0,0.4}; }; class SpdMove2 { source=speed; type=fixed; Pos[]={0.3,0.175}; }; class ILS { type=ils; // position when centered pos0[]={0.5,0.4}; // position when 3-degree off in both directions pos3[]={0.7,0.6}; }; class TargetDistanceMissile { type=rotational; source=targetDist; center[]={0,0}; min=100; max=3000; minAngle=-120; maxAngle=+120; }; class TargetDistanceMGun { type=rotational; source=targetDist; center[]={0,0}; min=100; max=570; minAngle=-180; maxAngle=+90; }; class PlaneW { type=fixed; pos[]={0.5,Pos0Center}; }; }; class Draw { alpha=0.6; //color[]={0.1,0.5,0.05}; color[]={0,0.3,0}; clipTL[]={0.0,0.05}; clipBR[]={1.0,0.90}; condition="on"; class Altitude { type=text; align=right; scale=1; // text size source=altitudeAGL; sourceScale=1; pos[]={AGLMove1,{-0.05,-0.03},1}; right[]={AGLMove1,{0.01,-0.03},1}; down[]={AGLMove1,{-0.05,0.03},1}; }; class DimmedBase { alpha=0.3; class AltitudeBase { type=line; points[]={{AGLMove2,1},{ASLMove2,1}}; }; }; class Speed { /*type=line; points[]={ {{0.95,0.87},1},{{0.95,0.1},1},{}, {SpdMove2,{-0.05,0},1},{SpdMove2,1} };*/ }; class SpeedNumber { type=text; align=left; scale=1; // text size source=speed; sourceScale=3.6; // convert from m/s to km/h pos[]={SpdMove2,{-0.05,-0.03},1}; right[]={SpdMove2,{0.01,-0.03},1}; down[]={SpdMove2,{-0.05,0.03},1}; }; class PlaneW { clipTL[]={0.0,0.1}; clipBR[]={1.0,0.90}; class LineHL { /*type=line; points[]={ {PlaneW, {-0.07, 0}, 1}, {PlaneW, {-0.02, 0}, 1}, {PlaneW, {0, -0.02}, 1}, {PlaneW, {+0.02, 0}, 1}, {PlaneW, {0, +0.02}, 1}, {PlaneW, {-0.02, 0}, 1}, {}, {PlaneW, {+0.02, 0}, 1}, {PlaneW, {+0.07, 0}, 1} };*/ }; class Velocity { type=line; points[]={ {Velocity,{0,-0.02},1},{Velocity,{0.02,0},1}, {Velocity,{0,+0.02},1},{Velocity,{-0.02,0},1}, {Velocity,{0,-0.02},1} }; }; }; class MGun { #define CIRCLE(bone,scale) \ {bone,{0,-scale},1},{bone,{+0.7*scale,-0.7*scale},1}, \ {bone,{+scale,0},1},{bone,{+0.7*scale,+0.7*scale},1}, \ {bone,{0,+scale},1},{bone,{-0.7*scale,+0.7*scale},1}, \ {bone,{-scale,0},1},{bone,{-0.7*scale,-0.7*scale},1}, \ {bone,{0,-scale},1} #define CIRCLE_MARK(bone,scaleIn,scaleOut,angle) \ {bone,{scaleIn*sin(angle),-scaleIn*cos(angle)},1}, \ {bone,{scaleOut*sin(angle),-scaleOut*cos(angle)},1} condition="mgun"; class Circle { type=line; points[]={ CIRCLE(WeaponAim,0.07),{}, CIRCLE(WeaponAim,0.01),{}, CIRCLE_MARK(WeaponAim,0.03,0.07,-180),{}, CIRCLE_MARK(WeaponAim,0.03,0.07,+90),{}, {WeaponAim,1,TargetDistanceMGun,{0,0.04},1}, {WeaponAim,1,TargetDistanceMGun,{0,0.07},1} }; }; }; class Missile { condition="missile"; class Circle { type=line; points[]={ CIRCLE(WeaponAim,0.1),{}, CIRCLE_MARK(WeaponAim,0.1*0.8,0.1*1.2,-120),{}, CIRCLE_MARK(WeaponAim,0.1*0.8,0.1*1.2,+120),{}, {WeaponAim,1,TargetDistanceMissile,{0,0.1*0.8},1}, {WeaponAim,1,TargetDistanceMissile,{0,0.1*1.2},1} }; }; class Target { type=line; points[]={ {Target,{-0.05,-0.05},1}, {Target,{+0.05,-0.05},1}, {Target,{+0.05,+0.05},1}, {Target,{-0.05,+0.05},1}, {Target,{-0.05,-0.05},1} }; }; }; class Horizont { /*clipTL[]={0.2,0.1}; clipBR[]={0.8,0.9}; class Dimmed { alpha=0.6; class Level0 { type=line; points[]={ {Level0,{-0.40,0},1},{Level0,{-0.13,0},1},{}, {Level0,{+0.13,0},1},{Level0,{+0.40,0},1} }; }; }; class LevelP5 { type=line; points[]={ {LevelP5,{-0.15,+0.03},1}, {LevelP5,{-0.15,0},1},{LevelP5,{+0.15,0},1}, {LevelP5,{+0.15,+0.03},1} }; }; class LevelM5 { type=line; points[]={ {LevelM5,{-0.15,-0.03},1}, {LevelM5,{-0.15,0},1},{LevelM5,{+0.15,0},1}, {LevelM5,{+0.15,-0.03},1} }; }; class LevelP10 { type=line; points[]={ {LevelP10,{-0.20,+0.05},1}, {LevelP10,{-0.20,0},1},{LevelP10,{+0.20,0},1}, {LevelP10,{+0.20,+0.05},1} }; }; class LevelM10 { type=line; points[]={ {LevelM10,{-0.20,-0.05},1}, {LevelM10,{-0.20,0},1},{LevelM10,{+0.20,0},1}, {LevelM10,{+0.20,-0.05},1} }; }; class LevelP15 { type=line; points[]={ {LevelP15,{-0.20,+0.07},1}, {LevelP15,{-0.20,0},1},{LevelP15,{+0.20,0},1}, {LevelP15,{+0.20,+0.07},1} }; }; class LevelM15 { type=line; points[]={ {LevelM15,{-0.20,-0.07},1}, {LevelM15,{-0.20,0},1},{LevelM15,{+0.20,0},1}, {LevelM15,{+0.20,-0.07},1} }; };*/ }; class ILS { condition="ils"; class Glideslope { clipTL[]={0.29,0.29}; clipBR[]={0.71,0.71}; class ILS { type=line; points[]={ {ILS,{-10,0},1},{ILS,{+10,0},1},{}, {ILS,{0,-10},1},{ILS,{0,+10},1} }; }; }; class AOABracket { type=line; points[]={ {{0.42,0.78},1},{{0.4,0.78},1}, {{0.4,0.88},1},{{0.42,0.88},1} }; }; }; }; }; // HUD }; }; 2) My model.CFG: class Rotation; class CfgModels { class Default; class Vehicle; class Plane: Vehicle { sectionsInherit="Vehicle"; sections[]= { "vrtule staticka", "vrtule blur", "zbytek" }; skeletonName="MySkeleton"; class Animations { class leva_smerovka { type="rotation"; source="rudder"; selection="leva smerovka"; axis="osa leve smerovky"; memory=1; minValue=-1.000000; maxValue=1.000000; angle0=0.523599; angle1=-0.523599; }; class leva_vejskovka { type="rotation"; source="elevator"; selection="leva vejskovka"; axis="osa leve vejskovky"; memory=1; minValue=-1.000000; maxValue=1.000000; angle0=0.523599; angle1=-0.523599; }; class prava_vejskovka: leva_vejskovka { selection="prava vejskovka"; axis="osa prave vejskovky"; }; class Rotor: Rotation { type="rotation"; source="rotor"; selection="vrtule"; axis="osa vrtule"; sourceAddress="1"; angle0=0.000000; angle1=6.283185; }; class lkh_klapka { type="rotation"; source="aileron"; selection="lkh klapka"; axis="osa lkh klapky"; memory=1; minValue=-1.000000; maxValue=1.000000; angle0=-0.261799; angle1=0.261799; }; class ls_klapka: lkh_klapka { selection="ls klapka"; axis="osa ls klapky"; }; class pkh_klapka: lkh_klapka { selection="pkh klapka"; axis="osa pkh klapky"; }; class ps_klapka: lkh_klapka { selection="ps klapka"; axis="osa ps klapky"; }; class land_move_damage { type="translation"; source="damage"; selection="land_move"; axis="land_move_axis"; memory=1; minValue=0.999999; maxValue=1.000000; offset0=0; offset1=-1.029000; }; }; }; }; i am a not bad 3D artist ..... but in configwork.......:(