@Gnat: Thanks for helping me in understanding how to group the memory points, and everything is working now, but I'm having some trouble with getting the remote control script, and I have to continue on working with the model.cfg/config.cpp. I still have a lot to do with the config.cpp to add weapons and cargo along with whatever else that can be done. Will I need to create animations for the missiles to launch, and is there a way in which one person can fire, drive and etc? And here is the model.cfg and config.cpp that I have done so far.
Model.cfg:
PHP Code:
class CfgSkeletons
{
class Default;
class pt101_mule: Default
{
isDiscrete=1;
skeletonInherit="";
skeletonName = "pt101_mule";
skeletonBones[]=
{
"turret","maingun",
"minigun","turret",
"turret","comturret",
"camera","turret",
"comturret","camera",
"camera","comturret",
"maingun","",
"wheel1","",
"wheel2","",
"wheel3","",
"wheel4","",
"wheel5","",
"wheel6",""
};
};
};
class CfgModels
{
class Default
{
isDiscrete = true;
skeletonInherit = "";
skeletonBones[] = {};
};
class pt101_mule: default
{
skeletonName = "pt101_mule";
sectionsInherit = "";
sections[]={"turret","minigun","wheel1","wheel2","wheel3","wheel4","wheel5","wheel6"};
class Animations
{
class FrontWheelL
{
type="rotationX";
source="wheel";
selection="wheel1";
axis="wheel1_axis";
memory="1";
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0="0";
angle1="rad -360";
};
class FrontWheelR
{
type="rotationX";
source="wheel";
selection="wheel2";
axis="wheel2_axis";
memory="1";
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0="0";
angle1="rad -360";
};
class CenterWheelL
{
type="rotationX";
source="wheel";
selection="wheel3";
axis="wheel3_axis";
memory="1";
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0="0";
angle1="rad -360";
};
class CenterWheelR
{
type="rotationX";
source="wheel";
selection="wheel4";
axis="wheel4_axis";
memory="1";
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0="0";
angle1="rad -360";
};
class RearWheelL
{
type="rotationX";
source="wheel";
selection="wheel5";
axis="wheel5_axis";
memory="1";
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0="0";
angle1="rad -360";
};
class RearWheelR
{
type="rotationX";
source="wheel";
selection="wheel6";
axis="wheel6_axis";
memory="1";
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0="0";
angle1="rad -360";
};
class Turret
{
type="rotationY";
source="mainTurret";
selection="turret";
axis="turret_axis";
memory="1";
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0="0";
angle1="rad +360";
};
class Minigun
{
type="rotationZ";
source="revolving";
selection="minigun";
axis="minigun_axis";
memory="1";
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0="0";
angle1="rad -360";
};
class Camera
{
type="rotation";
source="obsTurret";
selection="camera";
axis="camera_axis";
memory="1";
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0="0";
angle1="rad +360";
};
};
};
};
Config.cpp:
PHP Code:
class CfgPatches
{
class pt101_mule
{
units[] = {"pt101_mule"};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"CAWheeled_E"};
};
};
class CfgFactionClasses
{
class West
{
displayName = "West";
priority = 1;
side = 1;
};
};
class CfgVehicleClasses
{
class UGV
{
displayName = "UGV - MULE";
};
};
class CfgVehicles
{
class M1129_MC_EP1;
class pt101_mule: M1129_MC_EP1
{
displayName = "MULE";
vehicleClass = "UGV";
model = "P:\PT101_Mule\pt101_mule.p3d";
weapons[] = {};
magazines[] = {};
side = 1;
crew = "US_Soldier_Crew_EP1";
maxSpeed = 60;
transportSoldier = 0;
animated = true;
};
};