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This is to confirm again that yes,you can run hidden selections totally from your config
I have just incorporated partial hiding on part of my wingtip
using a useraction defined in my config.cpp
I am going to blend it along with my normal wing animations to hide it during the wing folding
but heres the syntax:
class UserActions
{
//unHide Wings from pilot's seats
class HidewingsU
{
displayName="Hide Wings";
position="wingtipr";
radius=25
condition="this animationPhase ""foldwings"" >= 0.5 and driver this == player";
statement="this setObjectTexture [0,""\Brt_Sb2c\hellcattex.pac""]";
};
That is of course after I defined the hidden selection
class Cfgmodels
{
class Default {};
class Vehicle: Default {};
class BrtSB2C: Vehicle
{
sectionsInherit="Vehicle";
sections[]={"vrtule staticka","vrtule blur","wingtipr"};
};
class CfgVehicles
del....etc...
hiddenSelections[]={"wingtipr"};
};
Unfortunately the hidden selection starts already hidden and thats the command i used to unhide it,I will see what i can do about that
But this it total sweetness...woot!!!
This opens up so many possibilities
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so the hidden selection is the set object texture selection?
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Yes correct the term "hidden selection" is used in your config.cpp
But in actuality the "setobjecttexture" is the command to use it.
Had me confused at first,I assumed hidden selections and setobjecttexture were 2 diff things
I also want to add that to have multiple selections you define in the cfgvehicles
hiddenSelections[]={"wingtipr","wingtipl","wingtipx"};
Then to reference them its like this:
this setObjectTexture [0,""\modeldir\wingtex.paa""]
Would refer to the first defined hidden selection (wintipr)
this setObjectTexture [1,""\modeldir\wingtex.paa""]
Would refer to the second defined hiddenselection(wintipl)
this setObjectTexture [2,""\modeldir\wingtex.paa""]
Would refer to the third defined hiddenselection(wintipx)
Defining the sections in cfgmodels
sectionsInherit="Vehicle";
sections[]={"vrtule staticka","vrtule blur","wingtipr","wingtipl"};
will start the model with the selection already hidden
Is all mainly based on help from Kegetys and my own experiments
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Well i have been trying to do it but for some reason its not switching the textures or something it just doesnt switch them on and off.
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Is it not switching textures at all?
Must be in the config and make sure you selected and named your selection in O2 in the res and view lods
Is it changing the whole selection to white?
Make sure all faces that you have for the selection use the texture that you are using
ex: named your whole cockpit canopy with a selection
but the window using glass.paa is within your selection
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well when it starts its not even dissapeared i keep the texture i want on there should i put a trans texture on there first or what?
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Defining the sections in cfgmodels
sectionsInherit="Vehicle";
sections[]={"vrtule staticka","vrtule blur","wingtipr","wingtipl"};
Determines which selections start already hidden
yes I'm sure you originally have to have a texture mapped to the selection that you have named in O2 (it wouldn't know size and fit)
And yes I start with my textures already applied and is invisible at start by my choice
And make sure its one texture per selection (and the texture applys to the whole selection...you can select just related faces)
Like Kegetys said earlier ***setting the texture to data/clear_empty.paa makes it clear (invisible)
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the answer is this whole damn time the name of the model in the models section was wrong
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