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Thread: Help with Door Radius

  1. #1

    Help with Door Radius

    Hi all

    I have made my self a LARGE Gate way .. with 2 large doors and pillars on each side , I spent some 4 hrs getting the right set up for it in o2 and the confg.

    both doors are to open at the same time ( they do )
    and they both close at the same time .

    BUT , my problem is the radius of the Doors once they are in action .. they only open up to a small radius, how does one make the doors open up to a full 90 degrees of their closed state ??

    ***********************************
    ***********************************
    here is my script for gate .

    class Armageddon60_gate: strategic
    {
    vehicleClass = "WH40K - Epic Objects";
    scope = 2;
    cost = 1000;
    mapSize=20;
    armor = 5000;
    model = "\WH40KEPIC\Armageddon60_gate.p3d";
    displayName = "Armageddon 60m Tall Gate";

    class Animations
    {
    class door1
    {
    type="rotation";
    animPeriod=6;
    selection="door1";
    axis="door1axis";
    angle0=0.000000;
    angle1=-0.10000;
    };

    class door2
    {
    type="rotation";
    animPeriod=6;
    selection="door2";
    axis="door2axis";
    angle0=0.000000;
    angle1=0.10000;
    };

    };

    class UserActions
    {
    class Opendoor1
    {
    displayName="open Gate";
    position="pos_doorswitch1";
    radius=2.5;
    condition="this animationPhase ""door1"" < 0.5; this animationPhase ""door2"" < 0.5";
    statement="this animate [""door1"", 1]; this animate [""door2"", 1]";
    };
    class Closedoor1
    {
    displayName="Close Gate";
    position="pos_doorswitch1";
    radius=2.5;
    condition="this animationPhase ""door1"" >= 0.5; this animationPhase ""door2"" >= 0.5";
    statement="this animate [""door1"", 0]; this animate [""door2"", 0]";
    };

    };

    };


    I am hoping its because each door is 26meters from center to gate hinges.

    if so , I am screwed ..

    LFH
    { SIOL FEARALL NA FEAR }
    (Breed of Manly Men)
    NO RETREATING FOOT STEEPS

    Dear Lord, please give me the strength to not slap an idiot today......Amen.

  2. #2
    Hi,

    increase "angle1=-0.10000;" value, for example set it to "angle1=-1.50000;" (and 1.5 for the other one).

    Cheers,

    ProfT

  3. #3
    Staff Sergeant
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    Author of the Thread
    @ProfTournesol

    THANK YOU .. it works now ..

    LFH

  4. #4
    angle convertor
    There's a handy site to convert angles.

    Ofp uses Radians.So if you know roughly what your required angle is in degrees,
    you can quickly convert to radian values.

  5. #5
    Staff Sergeant
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    Author of the Thread
    Thanks Macser .. I will give this a good use.

    the main thing I guess I was asking was .. what Line in the config makes the doors swing open more .. but I have a very nice swinging gate. thanks to bout of you

    I was able to have the AI go through the opening as well once the gates were open ..
    this is not my Vraks stuff but a project for another set of map objects .. and this gate map object does not have a walk way above it , so this is what makes me think the main reason why the AI does not go through my Vraks Gate way ..

    LFH

  6. #6
    Staff Sergeant
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    Hi once again ..
    Another helping question for this same confg.

    I have looked at 3 other map object addons with animation doors, they have sound files for sounds of doors opening and closing ... I have tried to reproduce the same effect.

    from adding a sound folder and reproducing the same line code in the confg.
    ( of course I renamed the command line to find such file ) but in game no sound is made..

    here is a section of the confg, (not knowing if you would need the full confg list or not)

    ///// BLA BLA BLA //////

    class CfgSounds
    {
    class WH40KEPIC_PORTONE
    {
    sound[]={"\WH40KEPIC\doors\portone.ogg",db+30,0.90};
    name = "Epic doors";
    titles[] = {};
    };

    };
    ///// BLA BLA BLA //////


    /////////////////////////////////
    ////////// Epic Gate ///////////
    /////////////////////////////////

    class Epic_0701Gate: strategic
    {
    vehicleClass = "WH40K - Epic Objects";
    scope = 2;
    cost = 1000;
    mapSize=20;
    armor = 5000;
    model = "\WH40KEPIC\Epic_0701Gate.p3d";
    displayName = "Epic 0701 Gate";

    class Animations
    {
    class door1
    {
    type="rotation";
    animPeriod=6;
    selection="door1";
    axis="door1axis";
    sound[]={"\WH40KEPIC\doors\portone.ogg",db+30,0.90};
    angle0=0.000000;
    angle1=-1.50000;
    };

    class door2
    {
    type="rotation";
    animPeriod=6;
    selection="door2";
    axis="door2axis";
    sound[]={"\WH40KEPIC\doors\portone.ogg",db+30,0.90};
    angle0=0.000000;
    angle1=1.50000;
    };

    };

    class UserActions
    {
    class Opendoor1
    {
    displayName="Open Gate";
    position="pos_doorswitch1";
    radius=2.5;
    sound[]={"\WH40KEPIC\doors\portone.ogg",db+30,0.90};
    condition="this animationPhase ""door1"" < 0.5; this animationPhase ""door2"" < 0.5";
    statement="this animate [""door1"", 1]; this animate [""door2"", 1]";
    };
    class Closedoor1
    {
    displayName="Close Gate";
    position="pos_doorswitch1";
    radius=2.5;
    sound[]={"\WH40KEPIC\doors\portone.ogg",db+30,0.90};
    condition="this animationPhase ""door1"" >= 0.5; this animationPhase ""door2"" >= 0.5";
    statement="this animate [""door1"", 0]; this animate [""door2"", 0]";
    };

    };

    };

    //////////////////////

    I have a folder that holds the sound file in the main map objects folder, so I am not sure as to why ??? but hay its me I am talking about ...


    LFH

  7. #7
    Change your statements line this way :

    Code:
    statement="this animate [""door1"", 1]; this animate [""door2"", 1];this say ""WH40KEPIC_PORTONE""";

  8. #8
    Staff Sergeant
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    Author of the Thread
    AAARRRRGGGGG darn it all to heck ...

    in game it tells me .. "WH40KEPIC_PORTONE file can not be found" ...

    So I have check the spelling of code, and of .oog file .. and I have even removed the .oog file from the "doors" folder and placed in the main model folder ..
    and re-did all the info lines to :

    sound[]={"\WH40KEPIC\portone.ogg",db+30,0.90};

    .... maybe not needed .. but did it any way .. and still ..
    error of said file not found .. ( and yes the .ogg file is in the folder ..GRRRRR )

    LFH
    Last edited by ladie from hell; Jan 9 2011 at 16:13.

  9. #9
    Staff Sergeant
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    Location
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    Posts
    226
    Author of the Thread
    UPDATE:

    Ok ,
    so now I am still having the Can not find "name of sound file" once I go to open the epic doors, and too make things a bit worse ..
    when I try to close the doors, the command action shows but nothing is happening ....the doors do not close.

    Now I looked at the main map addon in which I got this set or animation confg from; "F3WX_O1.pbo"

    I tried to redo my whole confg to match how Agent Smith did.(backing up my old confg )

    Bells and whistles and warnings and the how house shook ( no I do not live near any Earth quake Zones )
    but my confg would not work in game

    so then I tried and went back to my old config .. and removed all info of the SOUND FILE stuff.

    OHHH BOY was that a dumb move or what .. OFP is playing games with me now .. now that new-old confg states errors .. and OFP will not start with said confg..

    Please , I need Help on this , I can up load the file is any one can help me fix this ..

    LFH

  10. #10
    Sorry i didn't notice this last post, upload it somewhere and i'll look into it

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