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Thread: Please help with my chopper config

  1. #1
    In game, the "velka vrtule", and "mala vrtule" do not spin; however, the "velka vrtule blur", and "mala vrtule blur" work just fine.

    I believe it has something to do with my cfgskeletons because I can get the velka and mala to work if I copy and paste the skeletonbones from another chopper addon...But, then most of the other animations dont work.

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
    class CfgPatches {
    class den_blackhawk {
    units&#91;&#93; = {&#34;den_blackhawk1&#34;};
    weapons&#91;&#93; = {};
    requiredVersion = 1.0;
    requiredAddons&#91;&#93; = {};
    };
    };

    class CfgSkeletons {
    class blackhawk_Skeleton {
    isDiscrete = 1;
    skeletonInherit = &#34;&#34;;
    skeletonBones&#91;&#93; = {

    &#34;velka vrtule&#34;, &#34;&#34;, &#34;mala vrtule&#34;, &#34;&#34;,
    &#34;otocvez&#34;,&#34;&#34;,
    &#34;otochlaven&#34;,&#34;otocvez&#34;,
    &#34;alt&#34;,&#34;&#34;,
    &#34;alt2&#34;,&#34;&#34;,
    &#34;nm_alt&#34;,&#34;&#34;,
    &#34;nm_alt2&#34;,&#34;&#34;,
    &#34;mph&#34;,&#34;&#34;,
    &#34;mph2&#34;,&#34;&#34;,
    &#34;vert_speed&#34;,&#34;&#34;,
    &#34;vert_speed2&#34;,&#34;&#34;,
    &#34;rpm&#34;,&#34;&#34;,
    &#34;rpm2&#34;,&#34;&#34;,
    &#34;horizont&#34;,&#34;&#34;,
    &#34;horizont2&#34;,&#34;&#34;,
    &#34;kompas&#34;,&#34;&#34;,
    &#34;kompas2&#34;,&#34;&#34;,
    &#34;hodinova&#34;,&#34;&#34;,
    &#34;hodinova2&#34;,&#34;&#34;,
    &#34;minutova&#34;,&#34;&#34;,
    &#34;minutova2&#34;,&#34;&#34;,
    &#34;rotorShaft&#34;,&#34;&#34;,
    &#34;damageHide&#34;,&#34;&#34;,
    &#34;dampers&#34;,&#34;&#34;,
    &#34;damper_rear&#34;,&#34;&#34;,
    &#34;elevator&#34;,&#34;&#34;,
    &#34;trup&#34;,&#34;&#34;,
    &#34;gatling_1&#34;,
    &#34;otochlaven&#34;,
    &#34;otocvez_1&#34;,&#34;&#34;,
    &#34;otochlaven_1&#34;,&#34;otocvez_1&#34;,
    &#34;gatling_2&#34;,
    &#34;otochlaven_1&#34;};
    };
    };

    class Rotation {
    type = &#34;rotation&#34;;
    memory = 1;
    minValue = 0;
    maxValue = 1;
    angle0 = 0;
    angle1 = 1;
    };
    class cfgModels {
    class Default {
    sectionsInherit = &#34;&#34;;
    sections&#91;&#93; = {};
    skeletonName = &#34;&#34;;
    };

    class myblackhawk {
    sectionsInherit = &#34;&#34;;
    sections&#91;&#93; = {
    &#34;velka vrtule&#34;,&#34;velka vrtule staticka&#34;,&#34;velka vrtule Blur&#34;,
    &#34;mala vrtule&#34;,&#34;mala vrtule staticka&#34;,&#34;mala vrtule blur&#34;,&#34;otocvez&#34;,&#34;otochlaven&#34;,
    &#34;damageHide&#34;, &#34;trup&#34;, &#34;OtocHlaven_1&#34;, &#34;OtocVez_1&#34;, &#34;Gatling_1&#34;, &#34;Gatling_2&#34;, &#34;sklo predni p&#34;, &#34;sklo predni l&#34;, &#34;RotorShaft&#34;, &#34;vert_speed&#34;, &#34;vert_speed2&#34;,&#34;horizont&#34;,&#34;hori zont2&#34;, &#34;mph&#34;, &#34;alt&#34;, &#34;alt2&#34;, &#34;nm_alt&#34;, &#34;nm_alt2&#34;, &#34;rpm&#34;, &#34;rpm2&#34;, &#34;kompas&#34;, &#34;kompas2&#34;, &#34;hodinova&#34;, &#34;hodinova2&#34;, &#34;minutova&#34;, &#34;minutova2&#34;
    };

    skeletonName = &#34;blackhawk_Skeleton&#34;;

    class Animations {
    class HRotor {
    type = &#34;rotation&#34;;
    source = &#34;rotorH&#34;;
    selection = &#34;velka vrtule&#34;;
    axis = &#34;velka osa&#34;;
    memory = 1;
    sourceAddress = &#34;loop&#34;;
    minValue = 0;
    maxValue = 1;
    angle0 = 0;
    angle1 = &#34;rad +360&#34;;
    };

    class VRotor {
    type = &#34;rotation&#34;;
    source=&#34;rotorV&#34;;
    selection=&#34;mala vrtule&#34;;
    axis=&#34;mala osa&#34;;
    angle0 = 0;
    angle1=&#34;rad +360&#34;;

    };
    class mainTurret
    {
    type = &#34;rotationY&#34;;
    source = &#34;mainTurret&#34;;
    selection = &#34;otocvez&#34;;
    axis = &#34;osaveze&#34;;
    animPeriod = 0;
    minValue = &#34;rad -360&#34;;
    maxValue = &#34;rad +360&#34;;
    angle0 = &#34;rad -360&#34;;
    angle1 = &#34;rad +360&#34;;
    };
    class mainGun
    {
    type = &#34;rotationX&#34;;
    source = &#34;mainGun&#34;;
    selection = &#34;otochlaven&#34;;
    axis = &#34;osahlavne&#34;;
    animPeriod = 0;
    minValue = &#34;rad -360&#34;;
    maxValue = &#34;rad +360&#34;;
    angle0 = &#34;rad -360&#34;;
    angle1 = &#34;rad +360&#34;;
    };
    class rightTurret &#58; mainTurret
    {
    source=&#34;Turret_2&#34;;
    selection=&#34;OtocVez_1&#34;;
    axis=&#34;OsaVeze_1&#34;;
    };
    class rightTurretGun &#58; mainGun
    {
    source=&#34;Gun_2&#34;;
    selection=&#34;OtocHlaven_1&#34;;
    axis=&#34;OsaHlavne_1&#34;;

    };
    class MachineGun_1&#58; Rotation
    {
    selection=&#34;gatling_1&#34;;
    axis=&#34;gatling_1_axis&#34;;
    source=&#34;gatling_1&#34;;
    angle1=&#34;-1000 * 3.141592654&#34;;

    };
    class MachineGun_2&#58; MachineGun_1
    {
    selection=&#34;gatling_2&#34;;
    axis=&#34;gatling_2_axis&#34;;
    source=&#34;Gatling_2&#34;;

    };
    class dampers&#58; Rotation
    {
    source=&#34;altRadar&#34;;
    selection=&#34;dampers&#34;;
    axis=&#34;dampers_axis&#34;;
    maxValue=0.400000;
    angle0=-0.087266;
    angle1=-0.296706;
    };
    class dampers_rear&#58; dampers
    {
    selection=&#34;damper_rear&#34;;
    axis=&#34;damper_rear_axis&#34;;
    angle0=0.000000;
    };
    class elevator&#58; Rotation
    {
    source=&#34;speed&#34;;
    selection=&#34;elevator&#34;;
    axis=&#34;elevator_axis&#34;;
    minValue=25.000000;
    maxValue=27.799999;
    angle0=-0.523599;
    angle1=0.000000;
    };

    class IndicatorAltRadar &#58; Rotation {
    source = &#34;altRadar&#34;;
    sourceAddress = &#34;loop&#34;;
    selection = &#34;alt&#34;;
    axis = &#34;osa_alt&#34;;
    memory = 0;
    maxValue = 304;
    angle0 = 0;
    angle1 = &#34;rad -360&#34;;
    };

    class IndicatorAltRadar2 &#58; IndicatorAltRadar {
    selection = &#34;alt2&#34;;
    axis = &#34;osa_alt2&#34;;
    maxValue = 304;
    angle0 = 0;
    angle1 = &#34;rad -360&#34;;
    };

    class IndicatorCompass &#58; Rotation {
    source = &#34;direction&#34;;
    selection = &#34;kompas&#34;;
    axis = &#34;osa_kompas&#34;;
    memory = &#34;false&#34;;
    angle0 = -3.14159;
    angle1 = 3.14159;
    minValue = -3.14159;
    maxValue = 3.14159;
    };

    class IndicatorCompass2 &#58; Rotation {
    source = &#34;direction&#34;;
    selection = &#34;kompas2&#34;;
    axis = &#34;osa_kompas2&#34;;
    memory = &#34;false&#34;;
    angle0 = -3.14159;
    angle1 = 3.14159;
    minValue = -3.14159;
    maxValue = 3.14159;
    };

    class IndicatorVertSpeed &#58; Rotation {
    source = &#34;vertSpeed&#34;;
    selection = &#34;vert_speed&#34;;
    axis = &#34;osa_vert_speed&#34;;
    memory = 0;
    minValue = -30;
    maxValue = 30;
    angle1 = -5.23599;
    };

    class IndicatorVertSpeed2 &#58; Rotation {
    source = &#34;vertSpeed&#34;;
    selection = &#34;vert_speed2&#34;;
    axis = &#34;osa_vert_speed2&#34;;
    memory = 0;
    minValue = -30;
    maxValue = 30;
    angle1 = -5.23599;
    };

    class IndicatorAltBaro &#58; Rotation {
    source = &#34;altBaro&#34;;
    selection = &#34;nm_alt&#34;;
    axis = &#34;osa_nm_alt&#34;;
    memory = 0;
    sourceAddress = &#34;loop&#34;;
    maxValue = 61;
    angle1 = &#34;rad -180&#34;;
    };

    class IndicatorAltBaro2 &#58; Rotation {
    source = &#34;altBaro&#34;;
    selection = &#34;nm_alt2&#34;;
    axis = &#34;osa_nm_alt2&#34;;
    memory = 0;
    sourceAddress = &#34;loop&#34;;
    maxValue = 61;
    angle1 = &#34;rad -180&#34;;
    };

    class WatchHour &#58; Rotation {
    source = &#34;clockHour&#34;;
    selection = &#34;hodinova&#34;;
    axis = &#34;osa_time&#34;;
    memory = &#34;false&#34;;
    angle1 = &#34;rad -360&#34;;
    };

    class WatchMinute &#58; Rotation {
    source = &#34;clockMinute&#34;;
    selection = &#34;minutova&#34;;
    axis = &#34;osa_time&#34;;
    memory = &#34;false&#34;;
    angle1 = &#34;rad -360&#34;;
    };

    class HorizonBank {
    type = &#34;rotationZ&#34;;
    source = &#34;horizonBank&#34;;
    selection = &#34;horizont&#34;;
    axis = &#34;osa_horizont&#34;;
    memory = &#34;false&#34;;
    minValue = &#34;rad -360&#34;;
    maxValue = &#34;rad +360&#34;;
    angle0 = &#34;rad -360&#34;;
    angle1 = &#34;rad +360&#34;;
    };

    class Horizon2Bank {
    type = &#34;rotationZ&#34;;
    source = &#34;horizonBank&#34;;
    selection = &#34;horizont2&#34;;
    axis = &#34;osa_horizont2&#34;;
    memory = &#34;false&#34;;
    minValue = &#34;rad -360&#34;;
    maxValue = &#34;rad +360&#34;;
    angle0 = &#34;rad -360&#34;;
    angle1 = &#34;rad +360&#34;;
    };

    class HorizonDive {
    type = &#34;rotationX&#34;;
    source = &#34;horizonDive&#34;;
    selection = &#34;horizont&#34;;
    axis = &#34;osa_horizont&#34;;
    memory = 0;
    minValue = &#34;rad -360&#34;;
    maxValue = &#34;rad +360&#34;;
    angle0 = &#34;rad -360&#34;;
    angle1 = &#34;rad +360&#34;;
    };

    class Horizon2Dive {
    type = &#34;rotationX&#34;;
    source = &#34;horizonDive&#34;;
    selection = &#34;horizont2&#34;;
    axis = &#34;osa_horizont2&#34;;
    memory = 0;
    minValue = &#34;rad -360&#34;;
    maxValue = &#34;rad +360&#34;;
    angle0 = &#34;rad -360&#34;;
    angle1 = &#34;rad +360&#34;;
    };

    class IndicatorRPM_1 &#58; Rotation {
    source = &#34;rpm&#34;;
    selection = &#34;rpm&#34;;
    axis = &#34;osa_rpm&#34;;
    memory = &#34;false&#34;;
    minValue = 0.0;
    maxValue = 1.0;
    angle0 = 0.0;
    angle1 = -4.71239;
    };

    class IndicatorRPM_2 &#58; IndicatorRPM_1 {
    selection = &#34;rpm2&#34;;
    axis = &#34;osa_rpm2&#34;;
    };

    class IndicatorSpeed &#58; Rotation {
    source = &#34;speed&#34;;
    selection = &#34;mph&#34;;
    axis = &#34;osa_mph&#34;;
    memory = &#34;false&#34;;
    maxValue = 90;
    angle1 = &#34;rad -320&#34;;
    };

    class IndicatorSpeed2 &#58; IndicatorSpeed {
    selection = &#34;mph2&#34;;
    axis = &#34;osa_mph2&#34;;
    maxValue = 90;
    angle1 = &#34;rad -320&#34;;
    };
    };
    };
    };

    class CfgVehicleClasses {
    class army_air {
    displayName = &#34;AIR &#40;ARMY&#41;&#34;;
    };
    };


    class CfgVehicles
    {

    class Helicopter;
    class duh60 &#58; Helicopter
    {
    scope = 0;
    type = 2;
    vehicleClass = &#34;my_uh60&#34;;
    class NewTurret;
    irScanRangeMin = 500;
    class ViewPilot;
    class AnimationSources;

    };
    class den_blackhawk1 &#58; duh60
    {

    scope = 2;
    vehicleClass = &#34;army_air&#34;;
    displayName = U60;
    model = &#34;&#92;UH_60&#92;myblackhawk&#34;;
    mapSize = 14;
    picture = &#34;&#92;ca&#92;air&#92;data&#92;ico&#92;uh_60mg_ CA.paa&#34;;
    Icon = &#34;&#92;ca&#92;air&#92;data&#92;map_ico&#92;icom ap_uh60mg_CA.paa&#34;;
    nameSound = &#34;blackhawk&#34;;
    side = 1;
    crew = &#34;SoldierWPilot&#34;;
    maxSpeed = 270;
    accuracy = 0.3;
    armor = 30;
    damageResistance = 0.00242;
    cost = 10000000;
    mainRotorSpeed = -1;
    soundEngine&#91;&#93; = {&#34;&#92;ca&#92;air&#92;Data&#92;Sound&#92;UH1_e ngine_v1&#34;, 35.4813, 1};
    soundGetIn&#91;&#93; = {&#34;&#92;ca&#92;air&#92;Data&#92;Sound&#92;heli_ door3&#34;, 0.1, 1};
    soundGetOut&#91;&#93; = {&#34;&#92;ca&#92;air&#92;Data&#92;Sound&#92;heli_ door3&#34;, 0.1, 1};
    driverInAction = &#34;UH60_Pilot&#34;;
    driverAction = &#34;UH60_Pilot&#34;;
    cargoAction&#91;&#93; = {&#34;UH60_Cargo02&#34;};
    transportSoldier = 12;
    enableSweep = 0;
    transportAmmo = 0;
    supplyRadius = 2.5;
    initCargoAngleY = 10;
    minCargoAngleY = -60;
    maxCargoAngleY = 120;
    type = 2;
    threat&#91;&#93; = {0.3, 1, 0.4};
    typicalCargo&#91;&#93; = {&#34;SoldierWPilot&#34;, &#34;SoldierWPilot&#34;, &#34;SoldierWAT&#34;, &#34;SoldierWAT&#34;};
    weapons&#91;&#93; = {};
    magazines&#91;&#93; = {};
    transportMaxMagazines = 150;
    transportMaxWeapons = 30;
    forceHideDriver = 1;
    castDriverShadow = 1;
    castCargoShadow = 1;

    class Library {
    libTextDesc = &#036;STR_LIB_UH60;
    };
    dammageHalf&#91;&#93; = {&#34;&#92;ca&#92;air&#92;data&#92;UH60_skla_CA.pa a&#34;, &#34;&#92;ca&#92;air&#92;data&#92;UH60_sklabr1_CA. paa&#34;, &#34;&#92;ca&#92;air&#92;data&#92;UH60_skla_CA.paa &#34;, &#34;&#92;ca&#92;air&#92;data&#92;UH60_sklabr1_CA. paa&#34;};
    dammageFull&#91;&#93; = {&#34;&#92;ca&#92;air&#92;data&#92;UH60_skla_CA.pa a&#34;, &#34;&#92;ca&#92;air&#92;data&#92;UH60_sklabr2_CA. paa&#34;, &#34;&#92;ca&#92;air&#92;data&#92;UH60_skla_CA.paa &#34;, &#34;&#92;ca&#92;air&#92;data&#92;UH60_sklabr2_CA. paa&#34;};

    class Damage {
    tex&#91;&#93; = {};
    mat&#91;&#93; = {&#34;ca&#92;air&#92;data&#92;materialy&#92;uh60_0 1.rvmat&#34;, &#34;ca&#92;air&#92;data&#92;materialy&#92;uh60_01 .rvmat&#34;, &#34;ca&#92;air&#92;data&#92;materialy&#92;uh60_01 _destruct.rvmat&#34;, &#34;ca&#92;air&#92;data&#92;materialy&#92;uh60_02 .rvmat&#34;, &#34;ca&#92;air&#92;data&#92;materialy&#92;uh60_02 .rvmat&#34;, &#34;ca&#92;air&#92;data&#92;materialy&#92;uh60_02 _destruct.rvmat&#34;, &#34;ca&#92;air&#92;data&#92;materialy&#92;uh60_03 .rvmat&#34;, &#34;ca&#92;air&#92;data&#92;materialy&#92;uh60_03 .rvmat&#34;, &#34;ca&#92;air&#92;data&#92;materialy&#92;uh60_03 _destruct.rvmat&#34;, &#34;ca&#92;air&#92;data&#92;materialy&#92;uh60_04 .rvmat&#34;, &#34;ca&#92;air&#92;data&#92;materialy&#92;uh60_04 .rvmat&#34;, &#34;ca&#92;air&#92;data&#92;materialy&#92;uh60_04 _destruct.rvmat&#34;};
    };

    class Turrets
    {
    class MainTurret&#58; NewTurret
    {
    startEngine = 0;
    outGunnerMayFire = 1;
    commanding = -1;

    memoryPointsGetInGunner = &#34;pos gunner&#34;;
    memoryPointsGetInGunnerDir = &#34;pos_gunner_dir&#34;;
    memoryPointGun = &#34;maschinegun&#34;;
    memoryPointGunnerOptics = &#34;gunnerview&#34;;
    selectionFireAnim = &#34;zasleh&#34;;



    body = &#34;mainTurret&#34;;
    gun = &#34;mainGun&#34;;
    minElev = -80;
    maxElev = 25;
    initElev = -80;
    minTurn = 30;
    maxTurn = 150;
    initTurn = 90;
    soundServo&#91;&#93; = {&#34;&#34;, 0.01, 1.0};
    gunBeg = &#34;muzzle_1&#34;;
    gunEnd = &#34;chamber_1&#34;;
    weapons&#91;&#93; = {M134};
    magazines&#91;&#93; = {&#34;2000Rnd_762x51_M134&#34;};
    gunnerName = &#036;STR_POSITION_CREWCHIEF;
    gunnerOpticsModel = &#34;&#92;ca&#92;weapons&#92;optika_empty&#34;;
    gunnerOutOpticsShowCursor = 1;
    gunnerOpticsShowCursor = 1;
    gunnerAction = &#34;UH60_Gunner&#34;;
    gunnerInAction = &#34;UH60_Gunner&#34;;
    primaryGunner = 1;

    class ViewOptics {
    initAngleX = 0;
    minAngleX = -30;
    maxAngleX = 30;
    initAngleY = 0;
    minAngleY = -100;
    maxAngleY = 100;
    initFov = 0.42;
    minFov = 0.22;
    maxFov = 0.64;
    };
    };

    class RightDoorGun &#58; MainTurret {

    body = &#34;Turret_2&#34;;
    gun = &#34;Gun_2&#34;;
    animationSourceBody = &#34;Turret_2&#34;;
    animationSourceGun = &#34;Gun_2&#34;;
    animationSourceHatch = &#34;&#34;;
    selectionFireAnim = &#34;zasleh_1&#34;;
    proxyIndex = 2;
    gunnerName = &#036;STR_POSITION_DOORGUNNER;
    commanding = -2;
    minTurn = -150;
    maxTurn = -30;
    initTurn = -90;
    weapons&#91;&#93; = {M134_2};
    gunBeg = &#34;muzzle_2&#34;;
    gunEnd = &#34;chamber_2&#34;;
    primaryGunner = 0;
    memoryPointGun = &#34;machinegun_2&#34;;
    memoryPointGunnerOptics = &#34;gunnerview_2&#34;;
    };


    class copilot &#58; MainTurret
    {
    body = &#34;&#34;;
    gun = &#34;&#34;;
    gunnerName = &#34;CoPilot&#34;;
    commanding = -3;
    memoryPointsGetInGunner = &#34;pos gunner&#34;;
    memoryPointsGetInGunnerDir = &#34;pos_gunner_dir&#34;;
    weapons&#91;&#93; = {};
    magazines&#91;&#93; = {};
    castGunnerShadow = true;
    viewGunnerShadow = true;
    gunnerAction = &#34;UH60_Cargo01&#34;;
    gunnerInAction = &#34;UH60_Cargo01&#34;;
    proxyIndex = 3;
    };

    };
    class AnimationSources &#58; AnimationSources {
    class Gatling_1 {
    source = &#34;reload&#34;;
    weapon = M134;
    };

    class Gatling_2 {
    source = &#34;reload&#34;;
    weapon = M134_2;
    };
    };

    class Reflectors {
    class Left {
    color&#91;&#93; = {0.8, 0.8, 1.0, 1.0};
    ambient&#91;&#93; = {0.07, 0.07, 0.07, 1.0};
    position = &#34;L svetlo&#34;;
    direction = &#34;konec L svetla&#34;;
    hitpoint = &#34;L svetlo&#34;;
    selection = &#34;L svetlo&#34;;
    size = 1;
    brightness = 1.0;
    };

    class Right {
    color&#91;&#93; = {0.8, 0.8, 1.0, 1.0};
    ambient&#91;&#93; = {0.07, 0.07, 0.07, 1.0};
    position = &#34;P svetlo&#34;;
    direction = &#34;konec P svetla&#34;;
    hitpoint = &#34;P svetlo&#34;;
    selection = &#34;P svetlo&#34;;
    size = 1;
    brightness = 1.0;
    };




    };
    };
    };
    [/QUOTE]
    YOU must chop down the MIGHTIEST tree in the forest...WITH......a HERRING!!!

  2. #2
    Chief Warrant Officer
    Join Date
    Sep 6 2001
    Location
    British Columbia, Canada
    Posts
    3,458
    check bone names. looks ok but maybe there&#39;s tab instead of space or smth
    and there&#39;s no need to add all the bones to sections
    [im]http://www.roughnecks.org/malboeuf/pissonTKC.gif[/img] >100kb
    Roughneck Whore House - rn1.roughnecks.org
    AMD 64x2 4400 2200@2450 Mhz- 2 gig dual DDR PC4000 - SATA HDs

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