Results 1 to 3 of 3

Thread: problems with bones of model

  1. #1

    problems with bones of model

    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.......

  2. #2

  3. #3
    looks like Arma2, this is for OFP modelling.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •