I've been working very hard in trying to get this to work but it's a real pain in the ace, I don't know how people can do it. I've been through about every tutorial and I still can't get things to work. The animations still don't work, when I'm in game I don't get an option to lower ramp and I keep getting an option to get in gunner and I don't even have gunner seats! Also I get this annoying no config bin animation.scope error every time I start ArmA and when I go to place something down in the editor. Another annoying thing that keeps happening is that whenever I get in cargo my soldier doesn't appear sitting in one of the seats and I'm stuck in like a center interior view. I'm also having some issues with being able to walk through the fans on all ships and the main hull of the heavy transport, but I created a fire geometry and geometry. How do I fix these?
Config.cpp
PHP Code:
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7
#define true 1
#define false 0
#define private 0
#define protected 1
#define public 2
class CfgPatches
{
class CAAir
{
units[] = {"pt101_dstny1", "pt101_dstny2", "pt101_dstny3", "pt101_dstny4"};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"CAAir"};
};
};
class cfgVehicleClasses
{
class pt101_dstny1
{
displayName = "Destiny - Air";
};
};
class CfgVehicles
{
class Helicopter;
class pt101_dstny1: Helicopter
{
displayName = "Troop Transport";
vehicleclass = "pt101_dstny1";
accuracy = 0.5;
scope = 2;
model = "\pt101_destiny\pt101_dstny1.p3d";
// maneuvrability = 1.0;
maxSpeed = 275;
armor = 150;
// aileronSensitivity = .3; // relative aileron sensitivity
// elevatorSensitivity = .4; // relative elevator sensitivity
noseDownCoef = .1; // how much goes nose down during turns
landingAoa = 10*3.1415/180;
brakeDistance = 300;
// steerAheadSimul = 1.0;
// steerAheadPlan = 2.0;
// maxMainRotorDive = 0;
// maxBackRotorDive = 0;
// minMainRotorDive = 0;
// minBackRotorDive = 0;
soundEngine[] = {"\pt101_destiny\snd\engine.wav", db+5, 1};
soundEnviron[] = {"\pt101_destiny\snd\engine.wav", db-20, 1.0};
transportSoldier = 16;
crew = "US_Soldier_Pilot_EP1";
typicalCargo[] = {US_Soldier_EP1};
getInAction = GetInMedium;
getOutAction = GetOutMedium;
memoryPointSupply = "supply";
dustEffect = "HeliDust";
waterEffect = "HeliWater";
type = VAir;
castCargoShadow = 1;
threat[] = {0.5,1,1};
cost = 500000;
simulation = helicopter;
canbeshot = true;
memoryPointsGetInDriver = "pos_pilot";
memoryPointsGetInDriverDir = "pos_pilot_dir";
memoryPointsGetInCargo[] = {"pos_cargo", "pos_copilot"};
memoryPointsGetInCargoDir[] = {"pos_cargo_dir", "pos_copilot_dir"};
driverInAction = AH6_Pilot;
driverAction = AH6_Pilot;
cargoAction[] = MH6_Cargo01;
ejectDeadCargo = true;
};
class dstny2: pt101_dstny1
{
vehicleclass = "pt101_dstny1";
displayName = "QRF Vehicle";
model = "\pt101_destiny\pt101_dstny2.p3d";
transportSoldier = 6;
};
class dstny3: pt101_dstny1
{
vehicleclass = "pt101_dstny1";
displayName = "Heavy Transport";
model = "\pt101_destiny\pt101_dstny3.p3d";
transportSoldier = 2;
};
class dstny4: pt101_dstny1
{
vehicleclass = "pt101_dstny1";
displayName = "Anfibios Assualt";
model = "\pt101_destiny\pt101_dstny4.p3d";
transportSoldier = 8;
};
class AnimationSources
{
class UserRamp
{
source = "user";
animPeriod = 20;
initPhase = 0;
};
};
class UserActions
{
class OpenRamp
{
displayName = "Open Hatch";
position = "action_hatch";
onlyforplayer = false;
radius = 8;
condition = "this animationPhase ""AnimateRamp"" == 0";
statement = "this animate [""AnimateRamp"", 1];";
};
class CloseRamp
{
displayName = "Close Hatch";
position = "action_hatch";
onlyforplayer = false;
radius = 8;
condition = "this animationPhase ""AnimateRamp"" == 1";
statement = "this animate [""AnimateRamp"", 0];";
};
};
};
Model.cfg
PHP Code:
class CfgSkeletons
{
class Default; //Define Base Class.
class pt101_dstny1: Default
{
isDiscrete=1;
skeletonInherit="";
skeletonName="pt101_dstny1";
skeletonBones[]=
{
"prop1","",
"prop2","",
"prop3","",
"prop4","",
"prop5","",
"prop6","",
"prop7","",
"prop8","",
"prop9","",
"hatch","",
};
};
};
class CfgModels
{
class Default
{
sectionsInherit="";
sections[] = {};
skeletonName = "";
};
class Vehicle: Default {};
class Air: Default
{
sectionsInherit = "";
sections[] = {};
skeletonName = "";
};
class Helicopter: Air {};
class pt101_dstny1: Helicopter
{
skeletonName="pt101_dstny1";
sectionsInherit="";
sections[]=
{
"prop1",
"prop2",
"prop3",
"prop4",
"prop5",
"prop6",
"prop7",
"prop8",
"prop9",
"hatch",
};
};
class Animations
{
class VRotor4
{
type="rotationX";
source="rotorV";
selection="prop4";
axis="prop4_axis";
memory="1";
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0="0";
angle1="rad 360";
};
class VRotor5
{
type="rotationX";
source="rotorV";
selection="prop5";
axis="prop5_axis";
memory="1";
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0="0";
angle1="rad 360";
};
class VRotor6
{
type="rotationX";
source="rotorV";
selection="prop6";
axis="prop6_axis";
memory="1";
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0="0";
angle1="rad 360";
};
class VRotor7
{
type="rotationX";
source="rotorV";
selection="prop7";
axis="prop7_axis";
memory="1";
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0="0";
angle1="rad 360";
};
class VRotor8
{
type="rotationX";
source="rotorV";
selection="prop8";
axis="prop8_axis";
memory="1";
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0="0";
angle1="rad 360";
};
class VRotor9
{
type="rotationX";
source="rotorV";
selection="prop9";
axis="prop9_axis";
memory="1";
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0="0";
angle1="rad 360";
};
class HRotor1
{
type="rotationY";
source="rotorH";
selection="prop1";
axis="prop1_axis";
memory="1";
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0="0";
angle1="rad -360";
};
class HRotor2
{
type="rotationY";
source="rotorH";
selection="prop2";
axis="prop2_axis";
memory="1";
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0="0";
angle1="rad -360";
};
class HRotor3
{
type="rotationY";
source="rotorH";
selection="prop3";
axis="prop3_axis";
memory="1";
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0="0";
angle1="rad -360";
};
class AnimateRamp
{
type="rotation";
source="UserRamp";
selection="hatch";
axis="hatch_axis";
memory="1";
sourceAddress="clamp";
minValue=0;
maxValue=1;
angle0="45";
angle1="rad 90";
};
};
class pt101_dstny2: pt101_dstny1 {};
class pt101_dstny3: pt101_dstny1 {};
class pt101_dstny4: pt101_dstny1 {};
};