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J. Schmidt

Pegasus Team 101 Sci Fi Units WIP

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I'm having trouble again with the config.cpp and model.cfg files again, I even looked through all the tutorials and FAQs that I could find and I still can't get the animations to work, along with being able to Get In cargo or as a driver just as gunner which I don't even have a gunner position or want one on the Air Vessels except for one. So I don't even know if any of the air ships fly, not to mention I keep getting an no entry config bin animation.scope error which is also irritating me. If anyone can help I'll greatly appreciate it. (I'm also working on creating some Sci Fi characters but that'll be later once I get these air ships to work.) Here is my Config.cpp and Model.cfg...

Config.cpp

#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 VSoft 0
#define VArmor 1
#define VAir 2

// type scope
#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 Destiny_Air
{
	displayName = "Destiny - Air";
};
};
class CfgVehicles
{
class Helicopter;
class pt101_dstny1: Helicopter
       {
	displayName = "Troop Transport";
       	vehicleclass = "Destiny_Air";
               nameSound = "chopper";
               accuracy = 0.5;        
               scope = 2;
	model = "\pt101_destiny\pt101_dstny1.p3d";
	maxSpeed = 250;
	armor = 70;
	soundEngine[] = {"\pt101_destiny\snd\engine.wav", db+5, 1};
	soundEnviron[] = {"\pt101_destiny\snd\engine.wav", db-20, 1.0};
               transportSoldier = 16;
               crew = "US_Soldier_EP1";
	getInAction = GetInMedium;
	getOutAction = GetOutMedium;
	memoryPointSupply = "supply";
};
class dstny2: pt101_dstny1 
{
       	vehicleclass = "Destiny_Air";
        displayName = "QRF Vehicle";
	model = "\pt101_destiny\pt101_dstny2.p3d";
               transportSoldier = 6;
};
class dstny3: pt101_dstny1 
{
       	vehicleclass = "Destiny_Air";
        displayName = "Heavy Transport";
	model = "\pt101_destiny\pt101_dstny3.p3d";
               transportSoldier = 2;
};
class dstny4: pt101_dstny1 
{
       	vehicleclass = "Destiny_Air";
        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 = 0;
		radius = 8;
		condition = "(this animationPhase ""AnimateRamp"" == 0)";
		statement = "this animate [""AnimateRamp"", 1];";
	};
	class CloseRamp
	{
		displayName = "Close Hatch";
		position = "action_hatch";
		onlyforplayer = 0;
		radius = 8;
		condition = "(this animationPhase ""AnimateRamp"" == 1)";
		statement = "this animate [""AnimateRamp"", 0];";
	};
};
};

Model.cfg

class CfgSkeletons
{
   	class Helicopter; //Define Base Class.
   	class pt101_dstny1: Helicopter
   	{
       	isDiscrete=1;
       	skeletonInherit="";
       	skeletonName="pt101_dstny1";
       	skeletonBones[]=
       	{
           		"prop1","",
           		"prop2","",
           		"prop3","",
           		"prop4","",
           		"prop5","",
           		"prop6","",
           		"prop7","",
           		"prop8","",
           		"prop9","",
           		"hatch","",
       	};
};
};
class CfgModels
{
class Helicopter;
   	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 {};	
};

I would like to get the air ships to take off and land like a helicopter but fly like a jet, would that be possible? And I really need a good tutorial of how to create UV maps and how to add texturing to them, I haven't found much on that at all for I would like to get these models high definition.

Edited by JSF 82nd Reaper

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Why not base the config off the Harrier config, then you have the best of both worlds.

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@R0adki11 I didn't know that I could do that, and would I just replace Helicopter with Harrier?

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@R0adki11 I didn't know that I could do that, and would I just replace Helicopter with Harrier?

Im not entirely sure, best thing would be try it and see if it works. Its been awhile since ive done vehicle config editing

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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

#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

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 {};    
};

Edited by JSF 82nd Reaper

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your inheritance is looking pretty bad to be honest , even though your // commenting things out , you still require everything because you have inherited from Helicopter ,

your useranimation is either because your saying move animateramp but should be animate userramp , i usually call them all the same

Model.cfg

class Userramp

{

.........

source "userramp";

};

config.cpp

animationsources

{

class userramp

{

....

};

useractions ...... blah blah animate "userramp"

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@Thromp So should I change my inheritance to look something like this?

class CfgSkeletons
{
       class Helicopter;
       class pt101_dstny1: Helicopter
...
};

class CfgModels
{
class Helicopter;
       class pt101_dstny1: Helicopter
...
};

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thats how i do it yeah ,

its a case of reading the report when you get a

Missing blah blah , then this is telling you that your new helicopter is missing a vital part of the helicopter you have inherited from.

this maybe something like Cannot find Hitpoint or cannot find Vrototr etc , then you have to add these to your new model/model.cfg and .cpp

Your gunner thing will be because you have inherited from something that Has a gunner or you have a gunner proxy in your model.

in which case you remove the proxy and change to cargo or whichever and in CPP maybe write

hasGunner = 0;

class Turrets

{

};

real sorry havent got good refference on me right now :( .

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@Thromp Great news it worked the get in gunner no longer appears, but I still can't get any of the animations to work and whenever I ride in back, I can't see my soldier I'm just in a what I can explain as a centered camera view, and I'm still getting no config bin animationsource.scope. How can I fix this, and what may cause this?

Here's what I have in my config.cpp and model.cfg for the user animations:

Config.cpp

class AnimationSources
   	{
       	class UserRamp
       	{
           		source = "user";
           		animPeriod = 20;
           		initPhase = 0;
	};
       };
   	class UserActions
   	{
       	class OpenRamp
       	{
           		displayName = "Open Hatch";
           		position = "action_hatch";
           		onlyforplayer = true;
           		radius = 8;
           		condition = "this animationPhase ""UserRamp"" == 0";
           		statement = "this animate [""UserRamp"", 1]";
       	};
       	class CloseRamp
       	{
           		displayName = "Close Hatch";
           		condition = "this animationPhase ""UserRamp"" == 1";
           		statement = "this animate [""UserRamp"", 0]";
       	};
   	};
};

Model.cfg

class UserRamp
               {
                   	type="rotation";
                   	source="UserRamp";
                   	selection="hatch";
                   	axis="hatch_axis";
                   	memory="1";
           		sourceAddress="clamp";
           		minValue=0;
           		maxValue=1;
                   	angle0="45";
                   	angle1="rad 90";
               };

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hmm never seen a scope required for animationsource clss, you sure thats coming from this chopper thing ?

put arma.rpt here

whenever I ride in back, I can't see my soldier I'm just in a what I can explain as a centered camera view

what proxy have you got in your CargoView Lod ? for the Passenger ?

if you havent one create new proxy and call it \CA\temp\proxies\UH_60\Cargo01

hmmm you are not still calling it this are you ?

class CfgPatches

{

class CAAir

{

that will make a right mess and over ride original CAAir i think :(

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I'm still using CAAir, what should I replace it with? Helicopter? I did find that I had a view commander lod in which didn't have the same cargo/pilot proxies the other lods did. I'm using MH6_Cargo proxy for the cargo, and the AH6_Pilot for the pilot.

Here's the .rpt:

Convert model p:\pt101_destiny\eng1.p3d -> C:\Users\JSF82N~1\AppData\Local\Temp\ARMAaddons\pt101_destiny\eng1.p3d
Convert model p:\pt101_destiny\eng2.p3d -> C:\Users\JSF82N~1\AppData\Local\Temp\ARMAaddons\pt101_destiny\eng2.p3d
Convert model p:\pt101_destiny\eng3.p3d -> C:\Users\JSF82N~1\AppData\Local\Temp\ARMAaddons\pt101_destiny\eng3.p3d
Convert model p:\pt101_destiny\eng4.p3d -> C:\Users\JSF82N~1\AppData\Local\Temp\ARMAaddons\pt101_destiny\eng4.p3d
Convert model p:\pt101_destiny\pt101_dstny1.p3d -> C:\Users\JSF82N~1\AppData\Local\Temp\ARMAaddons\pt101_destiny\pt101_dstny1.p3d
Convert model p:\pt101_destiny\pt101_dstny2.p3d -> C:\Users\JSF82N~1\AppData\Local\Temp\ARMAaddons\pt101_destiny\pt101_dstny2.p3d
Convert model p:\pt101_destiny\pt101_dstny3.p3d -> C:\Users\JSF82N~1\AppData\Local\Temp\ARMAaddons\pt101_destiny\pt101_dstny3.p3d
Convert model p:\pt101_destiny\pt101_dstny4.p3d -> C:\Users\JSF82N~1\AppData\Local\Temp\ARMAaddons\pt101_destiny\pt101_dstny4.p3d
Cannot register unknown string STR_STATE_HEALSOLDIER
Cannot register unknown string STR_STATE_FIRST_AID
Cannot register unknown string STR_UI_RADARRANGE
Cannot register unknown string STR_ACTION_LAUNCHCM
Cannot register unknown string STR_ACTION_NEXTCM
Cannot register unknown string STR_USRACT_ACTION_CONTEXT
Cannot register unknown string STR_USRACT_OPTICS_MODE
Cannot register unknown string STR_USRACT_ZEROING_UP
Cannot register unknown string STR_USRACT_ZEROING_DOWN
Cannot register unknown string STR_USRACT_NETWORK_DS_INTERFACE
Cannot register unknown string STR_USRACT_BULD_TERRAIN_RAISE_10CM
Cannot register unknown string STR_USRACT_BULD_TERRAIN_LOWER_10CM
Cannot register unknown string STR_USRACT_BULD_TERRAIN_RAISE_50CM
Cannot register unknown string STR_USRACT_BULD_TERRAIN_LOWER_50CM
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_0
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_1
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_2
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_3
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_4
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_5
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_6
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_7
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_8
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_9
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_10
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_11
Cannot register unknown string STR_DISP_LEFT
Cannot register unknown string STR_DIFF_CAMERA_SHAKE
Cannot register unknown string STR_FREETRACK
Cannot register unknown string STR_ADDON_ACTIONS_INSTALL_CORE
Cannot register unknown string STR_ADDON_ACTIONS_INSTALL_MOD
Cannot register unknown string STR_ADDON_ACTIONS_PLAY_MISSION
Cannot register unknown string STR_ADDON_ACTIONS_TRY_ENTITY
Cannot register unknown string STR_ADDON_ACTIONS_TRY_WEAPON
Cannot register unknown string STR_MSG_ADDON_NOT_FOUND
Cannot register unknown string STR_MSG_ADDON_CANNOT_OPEN
Cannot register unknown string STR_MSG_ADDON_UNKNOWN_PRODUCT
Cannot register unknown string STR_INCOMPATIBLE_LOAD_GAME_ATTEMPT
Warning: CfgVehicles missing in PreloadConfig - may slow down vehicle creation
Warning: CfgAmmo missing in PreloadConfig - may slow down vehicle creation
Warning: CfgNonAIVehicles missing in PreloadConfig - may slow down vehicle creation
<model = "p:\pt101_destiny\eng1.p3d">
</model>
<model = "p:\pt101_destiny\eng2.p3d">
</model>
<model = "p:\pt101_destiny\eng3.p3d">
</model>
<model = "p:\pt101_destiny\eng4.p3d">
</model>
<model = "p:\pt101_destiny\pt101_dstny1.p3d">
</model>
<model = "p:\pt101_destiny\pt101_dstny2.p3d">
</model>
<model = "p:\pt101_destiny\pt101_dstny3.p3d">
</model>
<model = "p:\pt101_destiny\pt101_dstny4.p3d">
</model>
w:\C_branch\Poseidon\Arrowhead\El\FileServer\fileServer.cpp(2517) : Assertion failed '_workerThread.Size() == _nRequestsLoading'
Creating texture headers file...
1 texture headers saved to file "C:\Users\JSF82N~1\AppData\Local\Temp\ARMAaddons\pt101_destiny\texHeaders.bin"

Edited by JSF 82nd Reaper

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ah thats Binpbo log

i need armaoa or arma2 .rpt when you start game it errors all to there :)

yes you need to change that to your folder name or preferably

class CfgPatches

{

class pt101_destiny

{.......

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I had to request access so look for a funny sounding Yahoo mail coming your way for access :)

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K, you have permission now and I fixed the error, I had to add to rearrange where the Animation Sources and User Actions were. So now I'm able to get the option to lower ramp, but I have a problem it doesn't lower. Now we need to try to get the animations to work.

Config.cpp

#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

// type scope
#define private 	0
#define protected 	1
#define public 		2

class CfgPatches
{
class pt101_destiny
   	{
       	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 = public;
       	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;
	threat[] = {0.5,1,1};
	cost = 500000;
	simulation = helicopter;
	canbeshot = true;
	ejectDeadCargo = true;
	fuelCapacity = 2000;

	memoryPointsGetInCargo = "pos_cargo";
  		memoryPointsGetInCoDriver = "pos_codriver";
  		memoryPointsGetInDriver = "pos_driver";
	cargoAction[] = {UH60_Cargo01, UH60_Cargo02};
 		cargoIsCoDriver[] = {true, true, false};
	driverInAction = UH60_Pilot; 
       	driverAction = UH60_Pilot;
	driverCanSee = 2+8+16;
	cargoCanSee = 2+8+16;
	castDriverShadow = true;
   		castCargoShadow = true;
	hasGunner = false;
	class Turrets {};
	class Light 
	{
 			ambient[] = {0.3,0.15,0.0,1.0};
 			brightness = 0.08;
 			color[] = {1.0,0.5,0.0,1.0};
 			position = ohniste;
 			shape = koulesvetlo;
 			size = 0.3;
	};
	class CargoLight 
	{
 			ambient[] = {0.6,0,0.15,1};
 			brightness = 0.007;
 			color[] = {0.5,0,0,1};
	};
   		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 ""UserRamp"" == 0";
           			statement = "this animate [""UserRamp"", 1]";
       		};
       		class CloseRamp
       		{
           			displayName = "Close Hatch";
           			position = "action_hatch";
           			onlyforplayer = false;
           			radius = 8;
           			condition = "this animationPhase ""UserRamp"" == 1";
           			statement = "this animate [""UserRamp"", 0]";
       		};
   		};
   	};
   	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;
   	};
};

Model.cfg

class CfgSkeletons
{
       class Helicopter;
       class pt101_dstny1: Helicopter
       {
           isDiscrete=1;
           skeletonInherit="";
           skeletonName="pt101_dstny1";
           skeletonBones[]=
           {
                   "prop1","",
                   "prop2","",
                   "prop3","",
                   "prop4","",
                   "prop5","",
                   "prop6","",
                   "prop7","",
                   "prop8","",
                   "prop9","",
                   "hatch","",
           };
};
};
class CfgModels
{
class Helicopter;
       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 UserRamp
               {
                   	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 {};    
};

---------- Post added at 04:27 PM ---------- Previous post was at 04:22 PM ----------

I'm going attach a pic so you can see what is happening when I ride in back of the vehicle.

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well you have a shit load of problems according to that .rpt mate ,

however i dont think 99.9% of them are atributable to this addon :).

pls use Vanilla when loading this so you can destinguish what problem is for this only , 2.mb of Mando /ace/ Halo problems make it hard to filter what is problem with this craft :).

pls send me file i take a look , i have one hour tonight or it will be next week .

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Here's a pic of what happens when I ride in back of the vehicle:

arma2oa2012-07-1816-23-10-01.jpg

---------- Post added at 05:21 PM ---------- Previous post was at 04:30 PM ----------

@Thromp I sent you a email with the file in it for you, thanks again for the help.

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Hey ,

I will take a look tomorrow , tonight is late now sorry , will report back gmt 21:00 tomorrow

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Hi , i just take a look before Tea :)

pls try this model.cfg until i get some more time, i have vut out all other destiny craft from it , because i always think get one work and rest will follow , other wise 5 times correction and one x error in correction = 10 * work lol ;)

your Ramp angles are way too large you need to scale them Rads out its like a fan lol :) ,

class CfgSkeletons
{
       	class Default;
class Vehicle;
class Plane: Vehicle
{
	skeletonInherit="Vehicle";
	skeletonBones[]=
	{
		"alt",
		"",
		"alt2",
		"",
		"mph",
		"",
		"mph2",
		"",
		"vert_speed",
		"",
		"vert_speed2",
		"",
		"nm_alt",
		"",
		"hud_alt",
		"",
		"hud_speed",
		"",
		"rpm",
		"",
		"kompas",
		"",
		"kompas2",
		"",
		"hodinova",
		"",
		"hodinova2",
		"",
		"minutova",
		"",
		"minutova2",
		"",
		"horizont_dive",
		"",
		"horizont",
		"horizont_dive",
		"horizont_dive2",
		"",
		"horizont2",
		"horizont_dive2",
		"lkh klapka",
		"",
		"pkh klapka",
		"",
		"lkd klapka",
		"",
		"pkd klapka",
		"",
		"leva smerovka",
		"",
		"leva vejskovka",
		"",
		"prava smerovka",
		"",
		"prava vejskovka",
		"",
		"ls klapka",
		"",
		"ps klapka",
		"",
		"predni kolo",
		"",
		"levy kolo",
		"",
		"pravy kolo",
		"",
		"vrtule",
		"",
		"damageHide",
		""
	};
};
class Helicopter: Vehicle
{
	skeletonInherit="Vehicle";
	skeletonBones[]=
	{
		"velka vrtule",
		"",
		"mala vrtule",
		"",
		"otocvez",
		"",
		"otochlaven",
		"otocvez",
		"alt",
		"",
		"alt2",
		"",
		"nm_alt",
		"",
		"nm_alt2",
		"",
		"mph",
		"",
		"mph2",
		"",
		"vert_speed",
		"",
		"vert_speed2",
		"",
		"rpm",
		"",
		"rpm2",
		"",
		"horizont_dive",
		"",
		"horizont",
		"horizont_dive",
		"horizont2_dive",
		"",
		"horizont2",
		"horizont2_dive",
		"kompas",
		"",
		"kompas2",
		"",
		"hodinova",
		"",
		"hodinova2",
		"",
		"minutova",
		"",
		"minutova2",
		"",
		"damageHide",
		"",
		"rotorShaft",
		""
	};
};
       class pt101_dstny1: Helicopter
       {
           isDiscrete=1;
           skeletonInherit="";
           skeletonName="pt101_dstny1";
           skeletonBones[]=
           {
                   "prop1","",
                   "prop2","",
                   "prop3","",
                   "prop4","",
                   "prop5","",
                   "prop6","",
                   "prop7","",
                   "prop8","",
                   "prop9","",
                   "hatch","",
           };
};
};

class Rotation;
class CfgModels
{
class Default;
class Vehicle;
class Helicopter: Vehicle
{
	sectionsInherit="Vehicle";
	sections[]=
	{
		"sklo predni p",
		"sklo predni l",
		"velka vrtule staticka",
		"velka vrtule blur",
		"mala vrtule staticka",
		"mala vrtule blur",
		"trup",
		"motor",
		"elektronika",
		"mala vrtule",
		"velka vrtule",
		"munice",
		"zbran",
		"vez",
		"clan",
		"clan_sign",
		"podsvit pristroju"
	};
	skeletonName="Helicopter";
	class Animations
	{
		class damageHide
		{
			type="hide";
			source="damage";
			selection="damageHide";
		};
		class IndicatorAltRadar: Rotation
		{
			source="altRadar";
			sourceAddress="loop";
			selection="alt";
			axis="osa_alt";
			memory=0;
			maxValue=304;
			angle1="rad -360";
		};
		class IndicatorAltRadar2: IndicatorAltRadar
		{
			selection="alt2";
			axis="osa_alt2";
		};
		class IndicatorAltBaro: Rotation
		{
			source="altBaro";
			selection="nm_alt";
			axis="osa_nm_alt";
			memory="false";
			maxValue=61;
			angle1="rad -180";
		};
		class IndicatorAltBaro2: IndicatorAltBaro
		{
			selection="nm_alt2";
			axis="osa_nm_alt2";
		};
		class IndicatorSpeed: Rotation
		{
			source="speed";
			selection="mph";
			axis="osa_mph";
			memory="false";
			maxValue=125;
			angle1="rad -320";
		};
		class IndicatorSpeed2: IndicatorSpeed
		{
			selection="mph2";
			axis="osa_mph2";
		};
		class IndicatorVertSpeed: Rotation
		{
			source="vertSpeed";
			selection="vert_speed";
			axis="osa_vert_speed";
			memory=0;
			minValue=-30.000000;
			maxValue=30.000000;
			angle1=-5.235988;
		};
		class IndicatorVertSpeed2: IndicatorVertSpeed
		{
			selection="vert_speed2";
			axis="osa_vert_speed2";
			memory=0;
		};
		class IndicatorRPM: Rotation
		{
			source="rpm";
			selection="rpm";
			axis="osa_rpm";
			memory="false";
			maxValue=12;
			angle1="rad -320";
		};
		class IndicatorRPM2: IndicatorRPM
		{
			selection="rpm2";
			axis="osa_rpm2";
		};
		class IndicatorCompass: Rotation
		{
			source="direction";
			selection="kompas";
			axis="osa_kompas";
			memory=0;
			minValue=-3.141590;
			maxValue=3.141590;
			angle0=3.141593;
			angle1=-3.141593;
		};
		class IndicatorCompass2: IndicatorCompass
		{
			selection="kompas2";
			axis="osa_kompas2";
		};
		class WatchHour: Rotation
		{
			source="clockHour";
			selection="hodinova";
			axis="osa_time";
			memory="false";
			angle1="rad -360";
		};
		class WatchHour2: WatchHour
		{
			selection="hodinova2";
			axis="osa_time2";
		};
		class WatchMinute: Rotation
		{
			source="clockMinute";
			selection="minutova";
			axis="osa_time";
			memory="false";
			angle1="rad -360";
		};
		class WatchMinute2: WatchMinute
		{
			selection="minutova2";
			axis="osa_time2";
		};
		class HRotor: Rotation
		{
			source="rotorH";
			selection="velka vrtule";
			axis="velka osa";
			angle1="2 * 3.1415926536";
		};
		class RotorShaft: HRotor
		{
			selection="RotorShaft";
		};
		class VRotor: Rotation
		{
			source="rotorV";
			selection="mala vrtule";
			axis="mala osa";
			angle1="2 * 3.1415926536";
		};
		class HorizonBank
		{
			type="rotationZ";
			source="horizonBank";
			selection="horizont";
			axis="osa_horizont";
			memory="false";
			minValue="rad -360";
			maxValue="rad +360";
			angle0="rad -360";
			angle1="rad +360";
		};
		class HorizonDive
		{
			type="rotationX";
			source="horizonDive";
			selection="horizont_dive";
			axis="osa_horizont";
			memory=0;
			minValue="rad -360";
			maxValue="rad +360";
			angle0="rad -360";
			angle1="rad +360";
		};
		class Horizon2Bank: HorizonBank
		{
			selection="horizont2";
			axis="osa_horizont2";
		};
		class Horizon2Dive: HorizonDive
		{
			selection="horizont2_dive";
			axis="osa_horizont2";
		};
		class RotorHDive
		{
			selection="velka vrtule";
			axis="predni osa naklonu";
			type="rotationX";
			source="rotorHDive";
			minValue="rad -90";
			maxValue="rad +90";
			angle0="rad -90";
			angle1="rad +90";
			animPeriod=0;
		};
		class mala_vrtule_damage: damageHide
		{
			selection="mala vrtule";
		};
		class velka_vrtule_damage: damageHide
		{
			selection="velka vrtule";
		};
		class rotorShaft_damage: damageHide
		{
			selection="rotorShaft";
		};
	};
};

       class pt101_dstny1 : Helicopter
       {

           	skeletonName="pt101_dstny1";
           	sectionsInherit="";
           	sections[]=
           	{ "Hull"
       	};


       class Animations
       {
               class VRotor4 : Rotation
               {
                   	type="rotationX";
                   	source="rotorV";
                   	selection="prop4";
                   	axis="prop4_axis";
                   	memory="1";
                   	sourceAddress="loop";
           		minValue=0;
           		maxValue=1;
                   	angle0="0";
                   	angle1="rad 360";
               };
               class VRotor5:VRotor4
               {
                   	source="rotorV";
                   	selection="prop5";
                   	axis="prop5_axis";

               };
               class VRotor6 :VRotor4
               {

                   	source="rotorV";
                   	selection="prop6";
                   	axis="prop6_axis";

               };
               class VRotor7 :VRotor4
               {
                   	source="rotorV";
                   	selection="prop7";
                   	axis="prop7_axis";

               };
               class VRotor8:VRotor4
               {

                   	source="rotorV";
                   	selection="prop8";
                   	axis="prop8_axis";

               };
               class VRotor9:VRotor4
               {

                   	source="rotorV";
                   	selection="prop9";
                   	axis="prop9_axis";

               };
               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 :HRotor1
               {

                   	source="rotorH";
                   	selection="prop2";
                   	axis="prop2_axis";

               };
               class HRotor3
       	{

           		source="rotorH";
           		selection="prop3";
           		axis="prop3_axis";

               };
               class UserRamp
               {
                   	type="rotation";
                   	source="UserRamp";
                   	selection="hatch";
                   	axis="hatch_axis";
                   	memory="1";
           		sourceAddress="clamp";
           		minValue=0;
           		maxValue=1;
                   	angle0="45";
                   	angle1="rad 90";
               };
};

};

};

Edited by Thromp

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Cool thanks, I'll go test this and keep working on the textures and let you know if the animations work.

Edited by JSF 82nd Reaper

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I made a mistak Hrotor3 : Hrotor1

i am going to re send the file back i did some on cargo thing too .

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K, I believe I fixed the errors in the script that you posted, but when I went to go test it, the animations still didn't work. I'm going to go test what you've done thus far and see if it works. Thanks for all the help you've gave me thus far.

Edited by JSF 82nd Reaper

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No Worries ,

The file i sent works so , probably some copy paste error is all :).

not done much really , you have a long way to go i think ;). pls ask questions anytime about it so you may learn.

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Cool it works and thanks alot, I just need to get the exterior fans to work, but I should be able to do that with what you have in the scripts already. For the hovercraft what would cause me to die when I enter it? I have the roadway lod and I can walk on it, but as soon as I go inside or down the stairs I start taking damage and die.

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I just need to get the exterior fans to work

I sent you another with working outside fans, ( i replaced them High poly ones of yours , so i can show you how).

Hmmm Hovercaft death , is it moving when you walk or maybe he weight of the craft is very high and your hitting some geometry , weird thing about Mass this engine it can really hurt you even walking into it lol.

seriously it could be many things unfortunatley Arma is now done for me till next week or something, have fun and try learn from the file :)

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