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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.......
-
First Lieutenant
-
Warrant Officer
looks like Arma2, this is for OFP modelling.
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