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Richards.D

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Everything posted by Richards.D

  1. Richards.D

    Steering Wheel Rotates Incorrectly

    When I look at the tutorial model, there is one point only for the steering wheel axis, in the center of the steering wheel. Now, here are the relevant parts of each file: CONFIG.CPP class Your_JeepDrivingWheel { type = "rotation"; source = "drivingWheel"; selection = "volant"; axis = "osavolantkon"; memory = 0; angle0 = "rad 180"; angle1 = "rad -180"; minValue = -1; maxValue = 1; }; }; }; }; MODEL.CFG class Your_jeepDrivingWheel { type = "rotation"; source = "drivingWheel"; selection = "volant"; axis = "osavolantkon"; memory = 0; angle0 = "rad 180"; angle1 = "rad -180"; minValue = -1; maxValue = 1; }; }; }; };
  2. Richards.D

    Size limits?

    I am no expert however.. I think these models are split up for size, but not physical size, rather model size. Since Arma 2 only allows 19K poly count per model, I would assume since the LHD is a complex model, that it was split up to make it fit within the poly count.
  3. Hello! Not long after I got a working animated door, did I attempt to get multiple doors working the same way in different locations in the model. Now, why this frustrates me to no end is I cannot find why it doesn't work! It is litterally a copy and paste of the old code adapted to the new doors, so I cannot understand why it does not work more than once. So, the first Door I made "FDoorA", works perfectly. The other two, have working scroll menu's to open, but pressing Open Does NOTHING, and it does not change the menu to Close, no matter how many times you press open. Any help would be really appreciated. I was hoping to push this model out by Monday, but without doors it's completely useless. Here are my files. MODEL.CFG class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class dar_ilpd_Bones : Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {"FDoorA", "", "FDoorB", "", "LDoorA", ""}; }; }; class rotation; class CfgModels { class Default; class dar_ilpd : Default { sectionsInherit = ""; sections[] = {}; skeletonName = "dar_ilpd_Bones"; class Animations { class FDoorA : Rotation { type = "rotation"; source = "user"; animPeriod = 2; selection = "FDoorA"; axis = "FDoorA_axis"; sourceAddress = "clamp"; memory = 1; minValue = 0.0; maxValue = 1; angle0 = "0"; angle1 = "rad 90"; }; class FDoorB : Rotation { type = "rotation"; source = "user"; animPeriod = 2; selection = "FDoorB"; axis = "FDoorB_axis"; sourceAddress = "clamp"; memory = 1; minValue = 0.0; maxValue = 1; angle0 = "0"; angle1 = "rad 90"; }; class LDoorA : Rotation { type = "rotation"; source = "user"; animPeriod = 2; selection = "LDoorA"; axis = "LDoorA_axis"; sourceAddress = "clamp"; memory = 1; minValue = 0.0; maxValue = 1; angle0 = "0"; angle1 = "rad 90"; }; }; }; }; CONFIG.CPP class dar_ilpd { displayName = "DAR Structures"; }; }; class CfgVehicles { class Strategic; class Land_dar_ilpd : Strategic { scope = public; model = "\dar_ILPD\dar_ilpd.p3d"; mapsize = 5; displayName = "ILPD 1ST Precinct HQ"; vehicleClass = "dar_ilpd"; destrType = "DestructNo"; nameSound = "Building"; accuracy = 0.2; cost = 10; armor = 50000; icon = "\Ca\buildings\Icons\i_wall_CA.paa"; class AnimationSources { class FDoorA { source = "user"; animPeriod = 2; initPhase = 0; }; class FDoorB { source = "user"; animPeriod = 2; initPhase = 0; }; }; class UserActions { class OpenFDoorA { displayName = "Open FDoorA"; position = "FDoorA_switch"; radius = 2; onlyforplayer = true; condition = "this animationPhase ""FDoorA"" < 0.5"; statement = "this animate [""FDoorA"", 1]"; }; class CloseFDoorA { displayName = "Close FDoorA"; position = "FDoorA_switch"; radius = 2; onlyforplayer = true; condition = "this animationPhase ""FDoorA"" >= 0.5"; statement = "this animate [""FDoorA"", 0]"; }; class OpenFDoorB { displayName = "Open FDoorB"; position = "FDoorB_switch"; radius = 2; onlyforplayer = true; condition = "this animationPhase ""FDoorB"" < 0.5"; statement = "this animate [""FDoorB"", 1]"; }; class CloseFDoorB { displayName = "Close FDoorB"; position = "FDoorB_switch"; radius = 2; onlyforplayer = true; condition = "this animationPhase ""FDoorB"" >= 0.5"; statement = "this animate [""FDoorB"", 0]"; }; class OpenLDoorA { displayName = "Open LDoorA"; position = "LDoorA_switch"; radius = 2; onlyforplayer = true; condition = "this animationPhase ""LDoorA"" < 0.5"; statement = "this animate [""LDoorA"", 1]"; }; class CloseLDoorB { displayName = "Close LDoorA"; position = "LDoorA_switch"; radius = 2; onlyforplayer = true; condition = "this animationPhase ""LDoorA"" >= 0.5"; statement = "this animate [""LDoorA"", 0]"; }; }; }; };
  4. Richards.D

    Multiple Doors Issue

    Scratch this post, just left a line out in the model.cfg, works just fine now
  5. Hello gentlemen, I've been working on releasing some static addons for life servers, so I put on hold some of the work on improving my skills. I am going to do a sizable addon that MUST have working doors, so it's now or never I guess. My last topic I was really trying to get help on the fundamentals, but this time I really need to get a solid working test up. I will paste everything I have, including source files for your delectation. The issue I currently have is "Error /bin/config/Model Config", which has to do with my object class.. But I've made plenty of addons like that, so it is a peculiar problem. With this error, I have no way of testing if the model works correctly. Heres my Config.CPP #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 class CfgVehicleClasses { class dar_structures { displayName = "DAR Structures"; }; }; class CfgPatches { class dar_structures { units[] = {"dar_testing"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgSkeletons { class Default; // External class reference class Strategic; // External class reference class dar_testingBones : Strategic { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {"pos_door", "pos_switch", "door_axis"}; }; }; class Rotation; // External class reference class CfgModels { class Default { sections[] = {""}; sectionsInherit = ""; }; class Strategic : Default {}; class dar_testing : Strategic { sectionsInherit = ""; sections[] = {}; skeletonName = "dar_testingBones"; class Animations { class pos_door { source = "slow_func"; type = "rotation"; animPeriod = 2; selection = "pos_switch"; axis = "door_axis"; angle0 = 0; angle1 = 0.04; }; }; }; }; class CfgVehicles { class Thing; // External class reference class Building; // External class reference class Strategic; // External class reference class NonStrategic : Building { class DestructionEffects; // External class reference }; class HouseBase; // External class reference class Land_VASICore; // External class reference class House : HouseBase {}; class Ruins; // External class reference class dar_testing : House { scope = public; skeletonName = "dar_testingBones"; model = "\dar_animtesting\TUT_Door_3x3m.p3d"; icon = ""; mapSize = 10; displayName = "Door Testing Model"; vehicleClass = "DAR Structures"; nameSound = "Building"; accuracy = 0.2; // accuracy needed to recognize type of this target animated = false; class AnimationSources { class slow_func { source = "user"; animPeriod = 2; initPhase = 0; }; class fast_func { source = "user"; animPeriod = 1; initPhase = 0; }; }; destrType = "DestructBuilding"; class DestructionEffects { class Smoke1 { simulation = "particles"; type = "BarelDestructionSmoke"; position = "Handlep_FD_Left"; intensity = 0.01; interval = 1; lifeTime = 0.1; }; class Smoke2 { simulation = "particles"; type = "BarelDestructionSmoke"; position = "Handlep_FD_Right"; intensity = 0.01; interval = 1; lifeTime = 0.1; }; }; cost = 0; armor = 10; class UserActions { class Openpos_door { displayName = "Open Door"; position = "pos_switch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""pos_door"" < 0.5"; statement = "this animate [""pos_door"",1]; this say ""dooropen"""; }; class Closepos_door { displayName = "Close Door"; position = "pos_switch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""pos_door"" >= 0.5"; statement = "this animate [""pos_door"",0]; this say ""doorclose""; this setDammage 0"; }; }; }; }; And here is the download link to the entire addon: (I don't care if someone steals this.. it took me 4 seconds to make, it's honestly nothing) https://dl.dropbox.com/u/23389642/dar_animtesting.rar Thank you in advance, gentlemen.. Richards
  6. Richards.D

    Animated Door 2 - Return of the Errors

    Roger that, no non-closed. I used the tool, and it worked! Thank you all, this is absolutely wonderful.
  7. Richards.D

    Animated Door 2 - Return of the Errors

    Here is the GEO LOD, but I cannot get the hitbox to move with the door, and if I name it the same as the door, it fails completely. https://dl.dropbox.com/u/23389642/ScreenHunter_42%20Feb.%2015%2022.34.jpg
  8. Richards.D

    Animated Door 2 - Return of the Errors

    Uhh, do you mean by defining the class in the GEO LOD? ---------- Post added at 19:09 ---------- Previous post was at 18:22 ---------- At Exactly 7:01 PM EST, SUCCESS WAS ACHIEVED! Almost.. Thank you both for your help this far, and YES the animation works perfectly! Now, this is excellent, but there is one slight error. The door itself has no hitbox even though I did give it one, and name it the same as the door.. Any one know the solution? https://dl.dropbox.com/u/23389642/arma2oa%202013-02-15%2018-59-42-23.png
  9. Richards.D

    Animated Door 2 - Return of the Errors

    Alright.. I've come home, written up the configs based on my first request, and, it is better but no cigar as of yet. When I enter the editor, I no longer receive any errors (excellent). When I place the object, it displays correctly, and there are no in-game errors. Unfortunately, I still get absolutely no area to interact with the object. Here are the NEW Config.CPP + Model.CFG files, AND the source model in its current state. CONFIG.CPP #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 class CfgPatches { class dar_testing { units[] = {"dar_testing"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAData"}; }; }; class CfgVehicleClasses { class dar_testing { displayName = "DAR Structures"; }; }; class CfgVehicles { class House; class dar_testing : House { scope = public; model = "\dar_animtesting\TUT_Door_3x3m.p3d"; mapSize = 10; displayName = "Door Testing Model"; vehicleClass = "dar_testing"; nameSound = "Building"; accuracy = 0.2; // accuracy needed to recognize type of this target animated = false; class EventHandlers {}; class AnimationSources { class slow_func { source = "user"; animPeriod = 2; initPhase = 0; }; class fast_func { source = "user"; animPeriod = 1; initPhase = 0; }; }; cost = 0; armor = 100000; class UserActions { class Openpos_door { displayName = "Open Door"; position = "pos_switch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""pos_door"" < 0.5"; statement = "this animate [""pos_door"",1]; this say ""dooropen"""; }; class Closepos_door { displayName = "Close Door"; position = "pos_switch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""pos_door"" >= 0.5"; statement = "this animate [""pos_door"",0]; this say ""doorclose""; this setDammage 0"; }; }; }; }; MODEL.CFG class CfgSkeletons { class Default; class MyHouseBones : Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = { "pos_door", "pos_switch", "door_axis"}; }; }; class CfgModels { class Default; class TUT_Door_3x3m : Default //MUST_BE_THE_NAME_OF_YOUR_P3D_FILE { sectionsInherit = ""; sections[] = {}; skeletonName = "MyHouseBones"; class Animations { class pos_door { source = "slow_func"; type = "rotation"; animPeriod = 2; selection = "pos_door"; axis = "door_axis"; sourceAddress="clamp"; minValue=0; maxValue=1; angle0 = "0"; angle1 = "rad 90"; }; }; }; }; SOURCE MODEL WITH ALL CURRENT COMPONENTS: https://dl.dropbox.com/u/23389642/dar_animtesting.rar EDIT: I've been thinking of possible solution that might work, just waiting on your response of course. 1. Interaction area is too small. Well, I've made one point as the switch position, in front of the door about mid way up. Do I need more points or an object for the switch? 2. Not named correctly Do I need the switch and axis in all LOD's? 3. No geo LOD I didn't include a GEO Lod since this is a basic test model, do I need one? 4. Config/Model.cfg errors Well dunno how to fix those.. Richards
  10. Richards.D

    Animated Door 2 - Return of the Errors

    Right... When I arrive home today I'll break this one up like my last two. The only issue was the last one gave me no interaction whatsoever so unfortunately I gave up. I'll copy this content to the previous format and will advise if that has worked. Richards
  11. Hello gentlemen: Working on a second project. I've been building static structures with excellent success for months now, and have quite a few working correctly. I want to move into animations in my structures, and the simplest of those is animated doors. Before I jumped right in to a structure and began to attempt to animate it, I thought it would be best to make a extremely simple test model: not even geo LOD, just for animation testing. I won't upload this, it is so simple these screenshots can accurately portray it. 0 LOD: https://dl.dropbox.com/u/23389642/ScreenHunter_28%20Jan.%2020%2022.28.jpg Memory LOD: https://dl.dropbox.com/u/23389642/ScreenHunter_29%20Jan.%2020%2022.29.jpg Now, I believe as I did some tutorials that this should be just fine for even a simple door model. Now.. the dreaded config. This is I assume where issues are being encountered. I use the OFP Tutorials website, which has excellent tips on the model and getting it correctly configured. Unfortunately, the config files provided for OFP do not work with A2, so this always leaves me guessing. I've written up a few based on my examination of various models with the exact working thing: Interact-able opening doors. So.. I present all the non-working config files. This first one was from a TCG SWAT Base.. it was so simple I thought "There is NO way this won't work.. wrong" // config.bin - 18:14:29 01/20/13, generated in 0.01 seconds // Generated by unRap v1.06 by Kegetys // Separate rootclasses: Disabled, Automatic comments: Enabled #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 class CfgPatches { class dar_testing { units[] = {"dar_testing"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAData"}; }; }; class CfgVehicleClasses { class dar_testing { displayName = "TESTING"; }; }; class CfgVehicles { class House; // External class reference class dar_testing : House { scope = public; model = "\dar_animtesting\TUT_Door_3x3m.p3d"; mapSize = 10; displayName = "TESTING"; vehicleClass = "dar_testing"; nameSound = "Building"; accuracy = 0.2; // accuracy needed to recognize type of this target animated = false; class EventHandlers {}; class AnimationSources { class slow_func { source = "user"; animPeriod = 2; initPhase = 0; }; }; cost = 0; armor = 1000000000; class UserActions { class Opendoor1 { displayName = "Open Door"; position = "pos_switch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""door1"" < 0.5"; statement = "this animate [""door"",1]; this say ""dooropen"""; }; class Closedoor1 { displayName = "Close Door"; position = "pos_switch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""door1"" >= 0.5"; statement = "this animate [""door"",0]; this say ""doorclose""; this setDammage 0"; }; }; }; This one is from Island Life.. I didn't edit this one at all.. no credit as to who made this as it didn't come with any readme, and It didn't seem to say anywhere on the model, (but I do not plan to use the model, so it shouldn't be a big deal), but it works absolutely brilliantly on their model.. I think if I knew how to integrate what I have and remove all the doors but one on this.. I might have some luck, as this one is very promising. // config.bin - 16:57:14 01/20/13, generated in 0.02 seconds // Generated by unRap v1.06 by Kegetys // Separate rootclasses: Disabled, Automatic comments: Enabled #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 class CfgVehicleClasses { class IL_Buildings { displayName = "IL Buildings"; }; }; class CfgPatches { class IL_Buildings { units[] = {"policehq"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgSkeletons { class Default; // External class reference class Strategic; // External class reference class policehqBones : Strategic { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {"cellA", "", "cellAswitch", "cellA", "cellB", "", "cellBswitch", "cellB", "tankA", "", "tankAswitch", "tankA", "tankB", "", "tankBswitch", "tankB", "crdoor", "", "crdoorswitch", "crdoor", "intakeD", "", "intakeDaxis", "", "intakeDswitch", "intakeD", "jdoor", "", "jdoorswitch", "jdoor", "preRdoor", "", "preRdoorswitch", "preRdoor", "rdoor", "", "rdoorswitch", "rdoor", "armoryD", "", "armoryDswitch", "armoryD", "bdoor", "", "bdoorwitch", "bdoor", "bookingG", "", "bookingGswitch", "bookingG", "bookingGaxis", "", "yardGdoor", "", "yardGdoorswitch", "yardGdoor", "door1", "", "door1switch", "door1", "door2", "", "door2switch", "door2", "door3", "", "door3switch", "door3", "door4", "", "door4switch", "door4"}; }; }; class Rotation; // External class reference class CfgModels { class Default { sections[] = {""}; sectionsInherit = ""; }; class Strategic : Default {}; class policehq : Strategic { sectionsInherit = ""; sections[] = {}; skeletonName = "policehqBones"; class Animations { class cellA { source = "slow_func"; type = "rotation"; animPeriod = 2; selection = "cellA"; axis = "cellAaxis"; angle0 = 0; angle1 = 0.04; }; class cellB { source = "slow_func"; type = "rotation"; animPeriod = 2; selection = "cellB"; axis = "cellBaxis"; angle0 = 0; angle1 = 0.04; }; class tankA { source = "slow_func"; type = "rotation"; animPeriod = 2; selection = "tankA"; axis = "tankAaxis"; angle0 = 0; angle1 = 0.029; }; class tankB { source = "slow_func"; type = "rotation"; animPeriod = 2; selection = "tankB"; axis = "tankBaxis"; angle0 = 0; angle1 = 0.029; }; class bookingG { source = "slow_func"; type = "rotation"; animPeriod = 2; selection = "bookingG"; axis = "bookingGaxis"; angle0 = 0; angle1 = 0.09; }; class crdoor { source = "slow_func"; type = "rotation"; animPeriod = 2; selection = "crdoor"; axis = "crdooraxis"; angle0 = 0; angle1 = 0.033; }; class intakeD { source = "slow_func"; type = "rotation"; animPeriod = 2; selection = "intakeD"; axis = "intakeDaxis"; angle0 = 0; angle1 = 0.029; }; class jdoor { source = "slow_func"; type = "rotation"; animPeriod = 2; selection = "jdoor"; axis = "jdooraxis"; angle0 = 0; angle1 = 0.029; }; class preRdoor { source = "slow_func"; type = "rotation"; animPeriod = 2; selection = "preRdoor"; axis = "preRdooraxis"; angle0 = 0; angle1 = 0.043; }; class rdoor { source = "slow_func"; type = "rotation"; animPeriod = 2; selection = "rdoor"; axis = "rdooraxis"; angle0 = 0; angle1 = 0.036; }; class yardGdoor { source = "slow_func"; type = "rotation"; animPeriod = 2; selection = "yardGdoor"; axis = "yardGdooraxis"; angle0 = 0; angle1 = 0.04; }; class armoryD { source = "slow_func"; type = "rotation"; animPeriod = 2; selection = "armoryD"; axis = "armoryDaxis"; angle0 = 0; angle1 = 0.029; }; class bdoor { source = "slow_func"; type = "rotation"; animPeriod = 2; selection = "bdoor"; axis = "bdooraxis"; angle0 = 0; angle1 = 0.029; }; class door1 { source = "slow_func"; type = "rotation"; animPeriod = 2; selection = "door1"; axis = "door1axis"; angle0 = 0; angle1 = 0.029; }; class door2 { source = "slow_func"; type = "rotation"; animPeriod = 2; selection = "door2"; axis = "door2axis"; angle0 = 0; angle1 = 0.029; }; class door3 { source = "slow_func"; type = "rotation"; animPeriod = 2; selection = "door3"; axis = "door3axis"; angle0 = 0; angle1 = 0.029; }; class door4 { source = "slow_func"; type = "rotation"; animPeriod = 2; selection = "door4"; axis = "door4axis"; angle0 = 0; angle1 = 0.029; }; }; }; }; class CfgSounds { class dooropen { name = "dooropen"; sound[] = {"\policehq\sounds\open.ogg", 40, 1}; titles[] = {}; }; class doorclose { name = "doorclose"; sound[] = {"\policehq\sounds\doorclose.ogg", 40, 1}; titles[] = {}; }; class alarm { name = "alarm"; sound[] = {"\policehq\sounds\alarm.ogg", 40, 1}; titles[] = {}; }; class cellclose { name = "cellclose"; sound[] = {"\policehq\sounds\cellclose.ogg", 40, 1}; titles[] = {}; }; class cellopen { name = "cellopen"; sound[] = {"\policehq\sounds\cellopen.ogg", 40, 1}; titles[] = {}; }; class vaultlock { name = "vaultlock"; sound[] = {"\policehq\sounds\vaultlock.ogg", 40, 1}; titles[] = {}; }; class vaultunlock { name = "vaultunlock"; sound[] = {"\policehq\sounds\vaultunlock.ogg", 40, 1}; titles[] = {}; }; }; class CfgVehicles { class Thing; // External class reference class Building; // External class reference class Strategic; // External class reference class NonStrategic : Building { class DestructionEffects; // External class reference }; class HouseBase; // External class reference class Land_VASICore; // External class reference class House : HouseBase {}; class Ruins; // External class reference class policehq : House { scope = public; skeletonName = "policehqBones"; model = "\policehq\policehq.p3d"; icon = "\policehq\icon\ilpd.pac"; mapSize = 10; displayName = "Island Life Police Dept."; vehicleClass = "IL_Buildings"; nameSound = "Building"; accuracy = 0.2; // accuracy needed to recognize type of this target animated = false; class AnimationSources { class slow_func { source = "user"; animPeriod = 2; initPhase = 0; }; class fast_func { source = "user"; animPeriod = 1; initPhase = 0; }; }; destrType = "DestructBuilding"; class DestructionEffects { class Smoke1 { simulation = "particles"; type = "BarelDestructionSmoke"; position = "Handlep_FD_Left"; intensity = 0.01; interval = 1; lifeTime = 0.1; }; class Smoke2 { simulation = "particles"; type = "BarelDestructionSmoke"; position = "Handlep_FD_Right"; intensity = 0.01; interval = 1; lifeTime = 0.1; }; }; cost = 0; armor = 10; class UserActions { class OpencellA { displayName = "Open cellA"; position = "cellAswitch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""cellA"" < 0.5"; statement = "this animate [""cellA"",1]; this say ""cellopen"""; }; class ClosecellA { displayName = "Close cellA"; position = "cellAswitch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""cellA"" >= 0.5"; statement = "this animate [""cellA"",0]; this say ""cellclose""; this setDammage 0"; }; class OpencellB { displayName = "Open cellB"; position = "cellBswitch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""cellB"" < 0.5"; statement = "this animate [""cellB"",1]; this say ""cellopen"""; }; class ClosecellB { displayName = "Close cellB"; position = "cellBswitch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""cellB"" >= 0.5"; statement = "this animate [""cellB"",0]; this say ""cellclose""; this setDammage 0"; }; class OpentankA { displayName = "Open tankA"; position = "tankAswitch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""tankA"" < 0.5"; statement = "this animate [""tankA"",1]; this say ""cellopen"""; }; class ClosetankA { displayName = "Close tankA"; position = "tankAswitch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""tankA"" >= 0.5"; statement = "this animate [""tankA"",0]; this say ""cellclose""; this setDammage 0"; }; class OpentankB { displayName = "Open tankB"; position = "tankBswitch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""tankB"" < 0.5"; statement = "this animate [""tankB"",1]; this say ""cellopen"""; }; class ClosetankB { displayName = "Close tankB"; position = "tankBswitch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""tankB"" >= 0.5"; statement = "this animate [""tankB"",0]; this say ""cellclose""; this setDammage 0"; }; class Opencrdoor { displayName = "Open Control Room"; position = "crdoorswitch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""crdoor"" < 0.5"; statement = "this animate [""crdoor"",1]; this say ""cellopen"""; }; class Closecrdoor { displayName = "Close Control Room"; position = "crdoorswitch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""crdoor"" >= 0.5"; statement = "this animate [""crdoor"",0]; this say ""cellclose""; this setDammage 0"; }; class OpenbookingG { displayName = "Open Booking Gate"; position = "bookingGswitch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""bookingG"" < 0.5"; statement = "this animate [""bookingG"",1]; this say ""dooropen"""; }; class ClosebookingG { displayName = "Close Booking Gate"; position = "bookingGswitch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""bookingG"" >= 0.5"; statement = "this animate [""bookingG"",0]; this say ""doorclose""; this setDammage 0"; }; class OpenintakeD { displayName = "Open Intake Door"; position = "intakeDswitch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""intakeD"" < 0.5"; statement = "this animate [""intakeD"",1]; this say ""cellopen"""; }; class CloseintakeD { displayName = "Close Intake Door"; position = "intakeDswitch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""intakeD"" >= 0.5"; statement = "this animate [""intakeD"",0]; this say ""cellclose""; this setDammage 0"; }; class Openjdoor { displayName = "Open Jail Door"; position = "jdoorswitch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""jdoor"" < 0.5"; statement = "this animate [""jdoor"",1]; this say ""dooropen"""; }; class Closejdoor { displayName = "Close Jail Door"; position = "jdoorswitch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""jdoor"" >= 0.5"; statement = "this animate [""jdoor"",0]; this say ""doorclose""; this setDammage 0"; }; class OpenpreRdoor { displayName = "Open PreRelease"; position = "preRdoorswitch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""preRdoor"" < 0.5"; statement = "this animate [""preRdoor"",1]; this say ""dooropen"""; }; class ClosepreRdoor { displayName = "Close PreRelease"; position = "preRdoorswitch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""preRdoor"" >= 0.5"; statement = "this animate [""preRdoor"",0]; this say ""doorclose""; this setDammage 0"; }; class Openbdoor { displayName = "Open"; position = "bdoorswitch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""bdoor"" < 0.5"; statement = "this animate [""bdoor"",1]; this say ""dooropen"""; }; class Closebdoor { displayName = "Close"; position = "bdoorswitch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""bdoor"" >= 0.5"; statement = "this animate [""bdoor"",0]; this say ""doorclose""; this setDammage 0"; }; class OpenyardGdoor { displayName = "Open Yard Door"; position = "yardGdoorswitch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""yardGdoor"" < 0.5"; statement = "this animate [""yardGdoor"",1]; this say ""cellopen"""; }; class CloseyardGdoor { displayName = "Close Yard Door"; position = "yardGdoorswitch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""yardGdoor"" >= 0.5"; statement = "this animate [""yardGdoor"",0]; this say ""cellclose""; this setDammage 0"; }; class Openrdoor { displayName = "Open Release"; position = "rdoorswitch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""rdoor"" < 0.5"; statement = "this animate [""rdoor"",1]; this say ""dooropen"""; }; class Closerdoor { displayName = "Close Release"; position = "rdoorswitch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""rdoor"" >= 0.5"; statement = "this animate [""rdoor"",0]; this say ""doorclose""; this setDammage 0"; }; class OpenArmory { displayName = "Open Armory Door"; position = "armoryDswitch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""armoryD"" < 0.5"; statement = "if (side player == west) then {this animate [""armoryD"",1]};"; }; class CloseArmory { displayName = "Close Armory Door"; position = "armoryDswitch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""armoryD"" > 0.5"; statement = "if (side player == west) then {this animate [""armoryD"",0]};"; }; class Opendoor1 { displayName = "Open Door"; position = "door1switch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""door1"" < 0.5"; statement = "this animate [""door1"",1]; this say ""dooropen"""; }; class Closedoor1 { displayName = "Close door"; position = "door1switch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""door1"" >= 0.5"; statement = "this animate [""door1"",0]; this say ""doorclose""; this setDammage 0"; }; class Opendoor2 { displayName = "Open Door"; position = "door2switch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""door2"" < 0.5"; statement = "this animate [""door2"",1]; this say ""dooropen"""; }; class Closedoor2 { displayName = "Close Door"; position = "door2switch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""door2"" >= 0.5"; statement = "this animate [""door2"",0]; this say ""doorclose""; this setDammage 0"; }; class Opendoor3 { displayName = "Open Door"; position = "door3switch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""door3"" < 0.5"; statement = "this animate [""door3"",1]; this say ""dooropen"""; }; class Closedoor3 { displayName = "Close Door"; position = "door3switch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""door3"" >= 0.5"; statement = "this animate [""door3"",0]; this say ""doorclose""; this setDammage 0"; }; class Opendoor4 { displayName = "Open Door"; position = "door4switch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""door4"" < 0.5"; statement = "this animate [""door4"",1]; this say ""dooropen"""; }; class Closedoor4 { displayName = "Close Door"; position = "door4switch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""door4"" >= 0.5"; statement = "this animate [""door4"",0]; this say ""doorclose""; this setDammage 0"; }; }; }; }; Thanks in advance.. cheers
  12. Richards.D

    Animated Doors - Assistance

    Hey, do you mind sending me the model files to study? I STILL cannot get mine to work.. lol..
  13. Hello gentlemen: Working on a quick structure today, got the LODs working perfectly, imported without any errors, lovely. I just finished the glass tex's and unfortunately I get some odd issues when looking through the glass. I'm sure there's already a solution to this.. but I have no idea what I would describe this as to search for one... https://dl.dropbox.com/u/23389642/arma2oa%202013-01-30%2022-47-48-57.png (2870 kB) Any help would be greatly appreciated, Thanks, Richards
  14. Richards.D

    Glass/Texture Issues

    Thank you very much sir! It worked flawlessly, this is excellent. Richards
  15. Richards.D

    Animated Doors - Assistance

    Alright, I replaced with your initial config file, I added the line you suggested instead of leaving it as "", but there is still nothing on the action menu. Perhaps it is the placement of my switch point on the mem LOD?
  16. Richards.D

    Animated Doors - Assistance

    Hello, and thank you for your help. I just went into Buldozer, and the animation seems to work correctly. Sadly, when I get ingame, I cannot get any scroll option to operate the door. The only thing I changed was "TheDoor1" to "door" in the config.cpp and model.cfg file.
  17. Richards.D

    Errors with a vehicle I have completed

    Well I worked on reducing the file size for a few hours, and my modeling program shows it currently as 18k, a major improvement, and I am quite pleased. Very little loss of quality, so here's the new render.. https://dl.dropbox.com/u/23389642/20130114182439_1m23s.png (2105 kB) Well, off to the configs now.. will make an update after that. Update: made the tires slightly lower, down to 15k, which should be perfect! Update: still not exactly sure what to do with your changed .cpp Hmm odd issue, I cannot seem to get the new model to show in Buldozer. Although it's within the limit, there's nothing in the viewer.
  18. Hello ladies/gentlemen.. It's been a while since I've been around here begging for help ;), but I love to make things that never work apparently, so here I am. I've gotten an excellent grip on making structures, and I've even made ones with working doors and other functions. Lovely! All the mates in my regiment always ask me about if I'll ever make vehicles, and I always reply "No, that's impossible and I cannot do it". Well I thought one day, I might want to make a vehicle, so why not today. I worked on making a custom model for an M1163 Mortar Carrier, and through the use of two tutorials, how to implement it into Arma. I'd say it actually was not particularly difficult, but this appears to be a config issue. The config files are the ones that really confuse me, so I borrow tutorial ones and modify them as needed, but this time I had no success. I get script errors whenever I attempt to launch Arma II with the model. The model has no textures yet, but that is another day. I just want to get the vehicle functioning properly. The vehicle is the Growler ITV, M1163 variant. It is a 2 seat version designed to tow the USMC Expeditionary Fire Support System, and I modeled it as it seemed like a very easy thing to start off with: a small jeep like vehicle with no weapons, no doors, and few windows. I've included the non-binarized version of the non-working PBO here, for any one who might have an idea to trouble shoot and fix the model. Please keep in mind this is not an imported, and it took me a considerable time to finish. So as this is a completely steal-able model, I kindly ask you do not.. but I guess I cannot stop you. Oh and here's a lovely render. https://dl.dropbox.com/u/23389642/20130112221337_43s.png Well, here's the Dropbox link for the non-working PBO. Thank you for your help in advance.. https://dl.dropbox.com/u/23389642/dar_m1163.pbo Thanks, Richards
  19. Richards.D

    Errors with a vehicle I have completed

    When I arrive home today I'll begin to reduce the poly count. As for the configs, does the config.cpp replace with this one, or do I add this one to my existing config? Sorry about slight grammatical issues, sent this on my phone...
  20. Richards.D

    Is There A 'Populated Chernarus?'

    It could be done as has been said previously.. it's only a matter of time if it has not occurred or been done yet. The main issue with this would be lag. Especially in Multi-player, it would be a very unpleasant experience. As said ALICE would work, and you could also use the Waypoint tool in the editor to make some AI's drive in very predictable scripted patterns, same with civilians.
  21. Richards.D

    Textures popping\flickering

    I have a GTX 670 and I used to have this issue. I believe this occurs when you change your video memory to a setting above low, Default, High ETC. I had mine changed to high, and had the issue. When I went back to Default the issue discontinued.
  22. I've been working on a few buildings now, and I have run accross an issue on animating doors. Gnat has a brilliant tutorial, sadly the pictures are now all 404 Making it difficult to follow. I also have one from OFP, but most of that has changed slightly in terms of the configs, so it is not much use. I have done the following: 1. Made the model (herp derp of course) 2. Ensured that the doors WERE Separate components, and named correctly. 3. Added points of rotation for the door in the Memory LOD. 4. Added the config files.. but it does not work. PHOTOS/OTHER INFO CONFIG.CPP class CfgPatches { class dar_structures { units[] = {"DAR_station"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAData"}; }; }; class CfgVehicleClasses { class dar_structures { displayName = "DAR Structures"; }; }; class CfgVehicles { class House; class DAR_Station: House//Wall { scope = 2; displayName = "Police Station"; vehicleClass = "dar_structures"; model = "\dar_station\dar_station.p3d"; mapSize = 0.2; cost = 1000; armor = 50000; destrType = "DestructNo"; }; }; MODEL.CFG class CfgModels { class House; class DAR_Station: House { sectionsInherit=""; skeletonName = "DAR_StationBones"; sections[] = { }; class Animations { class Animatedoor1 { type="rotation"; source="Userdoor1"; sourceAddress = "clamp"; selection="door1"; axis="AXIS_door1"; memory=1; angle0="rad 0"; angle1="rad 22"; minValue=0.000; maxValue=1.000; }; }; }; }; https://dl.dropbox.com/u/23389642/ScreenHunter_03%20Sep.%2015%2016.31.jpg (280 kB) https://dl.dropbox.com/u/23389642/ScreenHunter_04%20Sep.%2015%2016.32.jpg (275 kB) https://dl.dropbox.com/u/23389642/ScreenHunter_05%20Sep.%2015%2016.32.jpg (297 kB) Thank you gentlemen in advance.. hopefully I can finally roll this sucker out after having it on the back burner for a few months..
  23. Well, there are a few steps to make arma ready models in Sketchup. 1. Own a legitimate copy of Google/Trimble Pro (For export to .3DS) 2. Make a model (herp) and ENSURE there are no reverse faces. Map a hotkey in preferences to reverse faces. Mine is "W" as in O2. 3. Ensure you make components of anything you plan to animate, and most likely your transparent sections for easier texturing.. 4. For hit boxing, you need to make a separate model out of ONLY squares, (rectangles), and a third model for the memory LOD if you plan to walk on/in the model. 5. Ensure you have no "groups" in your model. 6. Don't make 1 faced walls etc. 7. Don't texture your model in Sketchup.. use an external program. Those are a few tips.. good luck.
  24. Richards.D

    Issue with Door Animations

    How does this look gentlemen? CONFIG.CPP class CfgPatches { class dar_structures { units[] = {"DAR_station"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAData"}; }; }; class CfgVehicleClasses { class dar_structures { displayName = "DAR Structures"; }; }; class CfgVehicles { class House; class DAR_Station: House//Wall { scope = 2; displayName = "Police Station"; vehicleClass = "dar_structures"; model = "\dar_station\dar_station.p3d"; mapSize = 0.2; cost = 1000; armor = 50000; destrType = "DestructNo"; }; }; Class AnimationSources { class Animatedoor1 { source = "userfront1"; animPeriod = 4; /* duration in seconds */ initPhase = 0; }; }; MODEL.CFG class CfgModels { class House; class DAR_Station: House { sectionsInherit=""; skeletonName = "DAR_StationBones"; sections[] = { }; class Animations { class Animatedoor1 { type="rotation"; source="Userfront1"; sourceAddress = "clamp"; selection="front1"; axis="AXIS_front1"; memory=1; angle0="rad 0"; angle1="rad 22"; minValue=0.000; maxValue=1.000; }; }; }; };
  25. Richards.D

    Issue with Door Animations

    So, Do I add that into the model.cfg or the config.cpp?
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