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ADuke

Turret Errors

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Hi,

I made a config that includes 3 vehicles, 2 without mounted weapons and 1 with a mounted weapon, I keep getting "undefined base class 'turrets' error.

Here is my config...

#define protected 1

#define public 2

#define WeaponNoSlot 0// dummy weapons

#define WeaponSlotPrimary 1// primary weapons

#define WeaponSlotSecondary 16// secondary weapons

#define WeaponSlotItem 256// items

#define WeaponSlotBinocular 4096// binocular

#define WeaponHardMounted 65536

class CfgPatches

{

class sftrucks

{

units[] = {datsun};

weapons[] = {};

requiredVersion = 1.00;

};

};

class CfgVehicleClasses

{

class sftrucks

{

displayName = "Special Forces Trucks";

};

};

class CfgVehicles

{

class All{};

class AllVehicles: All{};

class Land: AllVehicles{};

class LandVehicle: Land{

class NewTurret;

class ViewPilot;

};

class Car: LandVehicle{

class Turrets {

class MainTurret: NewTurret {};

};

};

class hilux1_civil_1_open: Car{};

class sftruck1 : hilux1_civil_1_open {

side=TWest;

scope=public;

model=\Sftruck\truck1;

picture="\Ca\wheeled\data\ico\datsun1_civil_1_open_CA.paa";

Icon="\Ca\wheeled\data\map_ico\icomap_datsun_CA.paa";

vehicleClass="sftrucks";

displayName=SF Truck (Cargo);

typicalCargo[]={SoldierWSaboteurPipe2, SoldierWSaboteurRecon, SoldierWSaboteurAssault, SoldierWSaboteurMarksman};

crew = SoldierWSaboteurPipe;

transportSoldier = 11;

castCargoShadow=true;

ejectDeadCargo = true;

driverAction = datsun_driver;

cargoAction[] = {

Hilux_cargo01, MH6_Cargo01 ,MH6_Cargo02 ,MH6_Cargo03 ,MH6_Cargo01 ,MH6_Cargo02,

MH6_Cargo03, MH6_Cargo01 ,BRDM2_Cargo01 ,BRDM2_Cargo01 ,BRDM2_Cargo01

};

};

class sftruck2 : hilux1_civil_1_open

{

side=TWest;

scope=public;

model=\Sftruck\truck2;

picture="\Ca\wheeled\data\ico\datsun1_civil_1_open_CA.paa";

Icon="\Ca\wheeled\data\map_ico\icomap_datsun_CA.paa";

vehicleClass="sftrucks";

displayName=SF Truck (Refuel);

typicalCargo[]={SoldierWSaboteurPipe2, SoldierWSaboteurRecon, SoldierWSaboteurAssault, SoldierWSaboteurMarksman};

crew = SoldierWSaboteurPipe;

transportFuel = 3000;

transportSoldier = 5;

castCargoShadow=FALSE;

ejectDeadCargo = true;

driverAction = datsun_driver;

cargoAction[] = {

Hilux_cargo01, MH6_Cargo01, btr_Cargo03 , MH6_Cargo01 , Truck_Cargo04

};

};

class sftruck3 : hilux1_civil_1_open

{

side=TWest;

scope=public;

model=\Sftruck\truck3;

picture="\Ca\wheeled\data\ico\datsun1_civil_1_open_CA.paa";

Icon="\Ca\wheeled\data\map_ico\icomap_datsun_CA.paa";

vehicleClass="sftrucks";

displayName=SF Truck (GAU);

typicalCargo[]={SoldierWSaboteurPipe2, SoldierWSaboteurRecon, SoldierWSaboteurAssault, SoldierWSaboteurMarksman};

crew = SoldierWSaboteurPipe;

transportSoldier = 1;

castCargoShadow=FALSE;

ejectDeadCargo = true;

hasGunner = 1;

canLock = 0;

driverAction = datsun_driver;

cargoAction[] = {Hilux_cargo01};

};

};

class Turrets: Turrets {

class MainTurret: MainTurret {

body = "mainTurret";

gun = "mainGun";

weapons = {"M134"};

magazines = {"2000Rnd_762x51_M134", "4000Rnd_762x51_M134", "2000Rnd_762x51_M134", "4000Rnd_762x51_M134", "2000Rnd_762x51_M134", "4000Rnd_762x51_M134", "2000Rnd_762x51_M134", "4000Rnd_762x51_M134", "2000Rnd_762x51_M134", "4000Rnd_762x51_M134", "2000Rnd_762x51_M134", "4000Rnd_762x51_M134"};

soundServo = {"\ca\wheeled\Data\Sound\servo3", 0.000178, 0.900000};

minElev = -25;

maxElev = 60;

gunnerAction = "UH60_Gunner";

viewGunnerInExternal = 1;

castGunnerShadow = 1;

};

};

};

Any help is appreciated.

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try this http://gist.github.com/102143

You still need to learn much about configs. Hope you are up for it. :)

Why do you not use class Truck5tMG, Truck5t etc - would be better imo.

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Thanks for sorting that out, but I have another problem, when I get in the first two trucks (that do not have turrets) I have the option to "switch to gunner's seat" which should not be there. Here is my config again...

#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

#define WeaponNoSlot 0// dummy weapons

#define WeaponSlotPrimary 1// primary weapons

#define WeaponSlotSecondary 16// secondary weapons

#define WeaponSlotItem 256// items

#define WeaponSlotBinocular 4096// binocular

#define WeaponHardMounted 65536

class CfgPatches

{

class sftrucks

{

units[] = {"sftruck1","sftruck2","sftruck3"};

weapons[] = {};

requiredVersion = 1.14;

requiredAddons[] = {"CAWheeled"};

};

};

class CfgVehicleClasses

{

class sftrucks

{

displayName = "Special Forces Trucks";

};

};

class CfgVehicles

{

class Land;

class LandVehicle: Land

{

class NewTurret;

};

class Car: LandVehicle

{

hasGunner = 0;

class Turrets

{

class MainTurret: NewTurret {hasGunner = 0;};

};

};

class hilux1_civil_1_open: Car

{

hasGunner = 0;

class Turrets: Turrets

{

class MainTurret: NewTurret {hasGunner = 0;};

};

};

class sftruck1: hilux1_civil_1_open

{

side = 1;

scope = 2;

model = "\Sftruck\truck1";

picture = "\Ca\wheeled\data\ico\datsun1_civil_1_open_CA.paa";

Icon = "\Ca\wheeled\data\map_ico\icomap_datsun_CA.paa";

vehicleClass = "sftrucks";

hasGunner= 0;

displayName = "SF Truck (Cargo)";

typicalCargo[] =

{

"SoldierWSaboteurPipe2",

"SoldierWSaboteurRecon",

"SoldierWSaboteurAssault",

"SoldierWSaboteurMarksman"

};

crew = "SoldierWSaboteurPipe";

transportSoldier = 11;

castCargoShadow = 1;

ejectDeadCargo = 1;

driverAction = "datsun_driver";

cargoAction[] =

{

"Hilux_cargo01",

"MH6_Cargo01",

"MH6_Cargo02",

"MH6_Cargo03",

"MH6_Cargo01",

"MH6_Cargo02",

"MH6_Cargo03",

"MH6_Cargo01",

"BRDM2_Cargo01",

"BRDM2_Cargo01",

"BRDM2_Cargo01"

};

};

class sftruck2: sftruck1

{

model = "\Sftruck\truck2";

displayName = "SF Truck (Refuel)";

transportFuel = 3000;

hasGunner= 0;

transportSoldier = 5;

castCargoShadow = 0;

cargoAction[] =

{

"Hilux_cargo01",

"MH6_Cargo01",

"btr_Cargo03",

"MH6_Cargo01",

"Truck_Cargo04"

};

};

class sftruck3: hilux1_civil_1_open

{

side = 1;

scope = 2;

model = "\Sftruck\truck3";

vehicleClass = "sftrucks";

displayName = "SF Truck (GAU)";

typicalCargo[] =

{

"SoldierWSaboteurPipe2",

"SoldierWSaboteurRecon",

"SoldierWSaboteurAssault",

"SoldierWSaboteurMarksman"

};

crew = "SoldierWSaboteurPipe";

transportSoldier = 1;

driverIsCommander = 1;

castCargoShadow = 0;

ejectDeadCargo = 1;

hasGunner = 1;

canLock = 0;

driverAction = "datsun_driver";

commanderCanSee = 31; //See all

gunnerCanSee = 31;

cargoAction[] =

{

"Hilux_cargo01"

};

gunnerOpticsShowCursor = true;

class Turrets: Turrets

{

class MainTurret: MainTurret

{

outGunnerMayFire = 1;

memoryPointGun = "machinegun";

body = "OtocVez";

gun = "OtocHlaven";

gunAxis = "OsaHlavne";

weapons[] = {"M134"};

magazines[] = {"2000Rnd_762x51_M134", "4000Rnd_762x51_M134", "2000Rnd_762x51_M134", "4000Rnd_762x51_M134", "2000Rnd_762x51_M134", "4000Rnd_762x51_M134", "2000Rnd_762x51_M134", "4000Rnd_762x51_M134", "2000Rnd_762x51_M134", "4000Rnd_762x51_M134", "2000Rnd_762x51_M134", "4000Rnd_762x51_M134"};

gunnerAction = "UH60_Gunner";

gunBeg = "usti hlavne"; //gunBeg = endpoint of the gun

gunEnd = "konec hlavne"; //gunEnd = chamber of the gun

soundServo[]={\ca\wheeled\Data\Sound\servo3, db-50, 1.0};

minElev = -10;

maxElev = +20;

minTurn = -90;

maxTurn = +90;

gunnerOpticsModel = "\ca\weapons\optika_empty";

hasGunner= 1;

gunnerForceOptics = 0;

startEngine = 0;

class HitTurret {armor=0.8;material=51;name="vez";visual="vez";passThrough=0;};

class HitGun {armor=0.4;material=52;name="zbran";visual="zbran";passThrough=0;};

castGunnerShadow = false;

class ViewOptics

{

initAngleX=0; minAngleX=-30; maxAngleX=+30;

initAngleY=0; minAngleY=-100; maxAngleY=+100;

initFov=0.42; minFov=0.22; maxFov=0.64;

};

class ViewGunner

{

initAngleX=5; minAngleX=-30; maxAngleX=+30;

initAngleY=0; minAngleY=0; maxAngleY=0;

initFov=0.42; minFov=0.22; maxFov=0.95;};

};

};

};

};

and my model.cfg...

class CfgSkeletons

{

class Car;

class datsun1 : Car

{

isDiscrete=1;

skeletonInherit = "";

skeletonBones[]=

{

"volant",

"",

"levy predni tlumic",

"",

"pravy predni tlumic",

"",

"levy dalsi tlumic",

"",

"pravy dalsi tlumic",

"",

"levy predni zatoc",

"levy predni tlumic",

"pravy predni zatoc",

"pravy predni tlumic",

"levy dalsi zatoc",

"levy dalsi tlumic",

"pravy dalsi zatoc",

"pravy dalsi tlumic",

"levy prostredni tlumic",

"",

"pravy prostredni tlumic",

"",

"levy zadni tlumic",

"",

"pravy zadni tlumic",

"",

"levy predni",

"levy predni zatoc",

"pravy predni",

"pravy predni zatoc",

"levy dalsi",

"levy dalsi zatoc",

"pravy dalsi",

"pravy dalsi zatoc",

"levy prostredni",

"levy prostredni tlumic",

"pravy prostredni",

"pravy prostredni tlumic",

"levy zadni",

"levy zadni tlumic",

"pravy zadni",

"pravy zadni tlumic",

"ukaz_rychlo",

"",

"ukaz_rychlo2",

"",

"ukaz_rpm",

"",

"OtocVez",

"",

"OtocHlaven",

"OtocVez",

"fuel_01",

"",

"fuel_1",

"",

"prop_01",

"",

"prop_02",

"",

"prop_2",

"",

"prop_1",

"",

"damageHide",

"",

"damageVez",

"OtocVez",

"damageHlaven",

"OtocHlaven"

};

};

};

class CfgModels

{

class Car;

class datsun1: Car

{

sectionsInherit="";

sections[] =

{

"ammo",

"sklo predni p",

"sklo predni l",

"zadni svetlo",

"brzdove svetlo",

"spz",

"karoserie",

"motor",

"zbran",

"vez",

"zbytek",

"levy predni",

"levy prostredni",

"levy zadni",

"pravy predni",

"pravy prostredni",

"pravy zadni",

"clan",

"clan_sign",

"zasleh",

"P svetlo",

"L svetlo",

"palivo"

};

skeletonName ="datsun1";

class Animations

{

class damageHide

{

type="hide";

source="damage";

selection="damageHide";

};

class IndicatorSpeed

{

animPeriod=0;

type="rotation";

source="speed";

selection="ukaz_rychlo";

axis="osa_rychlo";

memory=0;

minValue=0.000000;

maxValue=44.400002;

angle0=0.087266;

angle1=4.537856;

};

class IndicatorSpeed2

{

type="rotation";

source="speed";

selection="ukaz_rychlo2";

axis="osa_rychlo2";

memory="false";

animPeriod=0;

minValue=0;

maxValue=16.670000;

angle0=0;

angle1="rad -240";

};

class IndicatorRPM

{

animPeriod=0;

type="rotation";

source="rpm";

selection="ukaz_rpm";

axis="osa_rpm";

memory=0;

minValue=0.000000;

maxValue=1.000000;

angle0=0.000000;

angle1="rad 175";

};

class DrivingWheel

{

type="rotation";

source="drivingWheel";

selection="volant";

begin="osaVolantZac";

end="osaVolantKon";

memory="false";

animPeriod=0;

minValue=-1;

maxValue=1;

angle0=-8;

angle1=8;

};

class TurnFrontWheelR

{

type="rotationY";

source="drivingWheel";

selection="pravy predni zatoc";

axis="pravy predni";

memory="false";

animPeriod=0;

sourceAddress="loop";

minValue="rad -180";

maxValue="rad +180";

angle0="rad +90";

angle1="rad -90";

};

class TurnFrontWheelL: TurnFrontWheelR

{

selection="levy predni zatoc";

axis="levy predni";

};

class TurnFrontWheelR2: TurnFrontWheelR

{

selection="pravy dalsi zatoc ";

axis="pravy dalsi";

};

class TurnFrontWheelL2: TurnFrontWheelR

{

selection="levy dalsi zatoc ";

axis="levy dalsi";

};

class FrontWheelR

{

type="rotationX";

source="wheel";

selection="pravy predni";

axis="";

memory="true";

animPeriod=0;

sourceAddress="loop";

minValue=0;

maxValue=1;

angle0=0;

angle1="rad -360";

};

class FrontWheel2R: FrontWheelR

{

selection="pravy dalsi";

};

class BackWheelR: FrontWheelR

{

selection="pravy zadni";

};

class BackWheel2R: FrontWheelR

{

selection="pravy prostredni";

};

class FrontWheelL: FrontWheelR

{

selection="levy predni";

};

class FrontWheel2L: FrontWheelR

{

selection="levy dalsi";

};

class BackWheelL: FrontWheelR

{

selection="levy zadni";

};

class BackWheel2L: FrontWheelR

{

selection="levy prostredni";

};

class FrontWheelDamperR

{

type="translationY";

source="damper";

selection="pravy predni tlumic";

axis="";

animPeriod=0;

minValue=-1000;

maxValue=1000;

};

class FrontWheelDamper2R: FrontWheelDamperR

{

selection="pravy dalsi tlumic";

};

class BackWheelDamperR: FrontWheelDamperR

{

selection="pravy zadni tlumic";

};

class BackWheelDamper2R: FrontWheelDamperR

{

selection="pravy prostredni tlumic";

};

class FrontWheelDamperL: FrontWheelDamperR

{

selection="levy predni tlumic";

};

class FrontWheelDamper2L: FrontWheelDamperR

{

selection="levy dalsi tlumic";

};

class BackWheelDamperL: FrontWheelDamperR

{

selection="levy zadni tlumic";

};

class BackWheelDamper2L: FrontWheelDamperR

{

selection="levy prostredni tlumic";

};

class damageVez: damageHide

{

selection="damageVez";

};

class damageHlaven: damageHide

{

selection="damageHlaven";

};

};

};

class datsun2: car

{

sectionsInherit="datsun1";

sections[] =

{

"ammo",

"sklo predni p",

"sklo predni l",

"zadni svetlo",

"brzdove svetlo",

"spz",

"karoserie",

"motor",

"zbran",

"vez",

"zbytek",

"levy predni",

"levy prostredni",

"levy zadni",

"pravy predni",

"pravy prostredni",

"pravy zadni",

"clan",

"clan_sign",

"zasleh",

"P svetlo",

"L svetlo",

"palivo"

};

skeletonName ="datsun1";

class Animations

{

class damageHide

{

type="hide";

source="damage";

selection="damageHide";

};

class IndicatorSpeed

{

animPeriod=0;

type="rotation";

source="speed";

selection="ukaz_rychlo";

axis="osa_rychlo";

memory=0;

minValue=0.000000;

maxValue=44.400002;

angle0=0.087266;

angle1=4.537856;

};

class IndicatorSpeed2

{

type="rotation";

source="speed";

selection="ukaz_rychlo2";

axis="osa_rychlo2";

memory="false";

animPeriod=0;

minValue=0;

maxValue=16.670000;

angle0=0;

angle1="rad -240";

};

class IndicatorRPM

{

animPeriod=0;

type="rotation";

source="rpm";

selection="ukaz_rpm";

axis="osa_rpm";

memory=0;

minValue=0.000000;

maxValue=1.000000;

angle0=0.000000;

angle1="rad 175";

};

class DrivingWheel

{

type="rotation";

source="drivingWheel";

selection="volant";

begin="osaVolantZac";

end="osaVolantKon";

memory="false";

animPeriod=0;

minValue=-1;

maxValue=1;

angle0=-8;

angle1=8;

};

class TurnFrontWheelR

{

type="rotationY";

source="drivingWheel";

selection="pravy predni zatoc";

axis="pravy predni";

memory="false";

animPeriod=0;

sourceAddress="loop";

minValue="rad -180";

maxValue="rad +180";

angle0="rad +90";

angle1="rad -90";

};

class TurnFrontWheelL: TurnFrontWheelR

{

selection="levy predni zatoc";

axis="levy predni";

};

class TurnFrontWheelR2: TurnFrontWheelR

{

selection="pravy dalsi zatoc ";

axis="pravy dalsi";

};

class TurnFrontWheelL2: TurnFrontWheelR

{

selection="levy dalsi zatoc ";

axis="levy dalsi";

};

class FrontWheelR

{

type="rotationX";

source="wheel";

selection="pravy predni";

axis="";

memory="true";

animPeriod=0;

sourceAddress="loop";

minValue=0;

maxValue=1;

angle0=0;

angle1="rad -360";

};

class FrontWheel2R: FrontWheelR

{

selection="pravy dalsi";

};

class BackWheelR: FrontWheelR

{

selection="pravy zadni";

};

class BackWheel2R: FrontWheelR

{

selection="pravy prostredni";

};

class FrontWheelL: FrontWheelR

{

selection="levy predni";

};

class FrontWheel2L: FrontWheelR

{

selection="levy dalsi";

};

class BackWheelL: FrontWheelR

{

selection="levy zadni";

};

class BackWheel2L: FrontWheelR

{

selection="levy prostredni";

};

class FrontWheelDamperR

{

type="translationY";

source="damper";

selection="pravy predni tlumic";

axis="";

animPeriod=0;

minValue=-1000;

maxValue=1000;

};

class FrontWheelDamper2R: FrontWheelDamperR

{

selection="pravy dalsi tlumic";

};

class BackWheelDamperR: FrontWheelDamperR

{

selection="pravy zadni tlumic";

};

class BackWheelDamper2R: FrontWheelDamperR

{

selection="pravy prostredni tlumic";

};

class FrontWheelDamperL: FrontWheelDamperR

{

selection="levy predni tlumic";

};

class FrontWheelDamper2L: FrontWheelDamperR

{

selection="levy dalsi tlumic";

};

class BackWheelDamperL: FrontWheelDamperR

{

selection="levy zadni tlumic";

};

class BackWheelDamper2L: FrontWheelDamperR

{

selection="levy prostredni tlumic";

};

class damageVez: damageHide

{

selection="damageVez";

};

class damageHlaven: damageHide

{

selection="damageHlaven";

};

class MainTurret

{

type="rotationY";

source="mainTurret";

selection="OtocVez";

axis="OsaVeze";

animPeriod=0;

minValue="rad -360";

maxValue="rad +360";

angle0="rad -360";

angle1="rad +360";

};

class MainGun: MainTurret

{

type="rotationX";

source="mainGun";

selection="OtocHlaven";

axis="OsaHlavne";

};

class damageAmmobelt: damageHide

{

selection="ammo_belt";

};

};

};

class truck1 : datsun1 {};

class truck2 : datsun1 {};

class truck3 : datsun2 {};

};

Thanks for your help.

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hasGunner = 0;

Do NEVER modify standard classes. ONLY yours.

This can do BIG damage if you are not aware what you are doing.

Try

class sftruck1: hilux1_civil_1_open

{

class Turrets {};

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Do NEVER modify standard classes. ONLY yours.

This can do BIG damage if you are not aware what you are doing.

Don't worry, I always test after each change I make.

Your change worked, thanks again.

Edited by ADuke

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What needs to be in the model.cfg to get the barrels on the M134 to spin?

Edited by ADuke

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@ ADuke

You are testing x other community addons and all possible affected BI units?! :)

Again there is no good reason to change values for classes other than yourself.

Unless you know perfectly well what you are doing and what change it is causing

and that is intentional that you do a global value change.

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@ ADuke

You are testing x other community addons and all possible affected BI units?! :)

Again there is no good reason to change values for classes other than yourself.

Unless you know perfectly well what you are doing and what change it is causing

and that is intentional that you do a global value change.

#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

#define WeaponNoSlot 0// dummy weapons

#define WeaponSlotPrimary 1// primary weapons

#define WeaponSlotSecondary 16// secondary weapons

#define WeaponSlotItem 256// items

#define WeaponSlotBinocular 4096// binocular

#define WeaponHardMounted 65536

class CfgPatches

{

class sftrucks

{

units[] = {"sftruck1","sftruck2","sftruck3"};

weapons[] = {};

requiredVersion = 1.14;

requiredAddons[] = {"CAWheeled"};

};

};

class CfgVehicleClasses

{

class sftrucks

{

displayName = "Special Forces Trucks";

};

};

class CfgVehicles

{

class Land;

class LandVehicle: Land

{

class NewTurret;

};

class Car: LandVehicle

{

class Turrets

{

class MainTurret: NewTurret {};

};

};

class hilux1_civil_1_open: Car

{

class Turrets: Turrets

{

class MainTurret: NewTurret {};

};

};

class sftruck1: hilux1_civil_1_open

{

class Turrets {};

side = 1;

scope = 2;

model = "\Sftruck\truck1";

picture = "\Ca\wheeled\data\ico\datsun1_civil_1_open_CA.paa";

Icon = "\Ca\wheeled\data\map_ico\icomap_datsun_CA.paa";

vehicleClass = "sftrucks";

hasGunner= 0;

displayName = "SF Truck (Cargo)";

typicalCargo[] =

{

"SoldierWSaboteurPipe2",

"SoldierWSaboteurRecon",

"SoldierWSaboteurAssault",

"SoldierWSaboteurMarksman"

};

crew = "SoldierWSaboteurPipe";

transportSoldier = 11;

castCargoShadow = 1;

ejectDeadCargo = 1;

driverAction = "datsun_driver";

cargoAction[] =

{

"Hilux_cargo01",

"MH6_Cargo01",

"MH6_Cargo02",

"MH6_Cargo03",

"MH6_Cargo01",

"MH6_Cargo02",

"MH6_Cargo03",

"MH6_Cargo01",

"BRDM2_Cargo01",

"BRDM2_Cargo01",

"BRDM2_Cargo01"

};

};

class sftruck2: sftruck1

{

model = "\Sftruck\truck2";

displayName = "SF Truck (Refuel)";

transportFuel = 3000;

hasGunner= 0;

transportSoldier = 5;

castCargoShadow = 0;

cargoAction[] =

{

"Hilux_cargo01",

"MH6_Cargo01",

"btr_Cargo03",

"MH6_Cargo01",

"Truck_Cargo04"

};

};

class sftruck3: hilux1_civil_1_open

{

side = 1;

scope = 2;

model = "\Sftruck\truck3";

vehicleClass = "sftrucks";

displayName = "SF Truck (GAU)";

typicalCargo[] =

{

"SoldierWSaboteurPipe2",

"SoldierWSaboteurRecon",

"SoldierWSaboteurAssault",

"SoldierWSaboteurMarksman"

};

crew = "SoldierWSaboteurPipe";

transportSoldier = 1;

driverIsCommander = 1;

castCargoShadow = 0;

ejectDeadCargo = 1;

hasGunner = 1;

canLock = 0;

driverAction = "datsun_driver";

commanderCanSee = 31; //See all

gunnerCanSee = 31;

cargoAction[] =

{

"Hilux_cargo01"

};

gunnerOpticsShowCursor = true;

class Turrets: Turrets

{

class MainTurret: MainTurret

{

outGunnerMayFire = 1;

memoryPointGun = "machinegun";

body = "OtocVez";

gun = "OtocHlaven";

gunAxis = "OsaHlavne";

weapons[] = {"M134"};

magazines[] = {"2000Rnd_762x51_M134", "4000Rnd_762x51_M134", "2000Rnd_762x51_M134", "4000Rnd_762x51_M134", "2000Rnd_762x51_M134", "4000Rnd_762x51_M134", "2000Rnd_762x51_M134", "4000Rnd_762x51_M134", "2000Rnd_762x51_M134", "4000Rnd_762x51_M134", "2000Rnd_762x51_M134", "4000Rnd_762x51_M134"};

gunnerAction = "UH60_Gunner";

gunBeg = "usti hlavne"; //gunBeg = endpoint of the gun

gunEnd = "konec hlavne"; //gunEnd = chamber of the gun

soundServo[]={\ca\wheeled\Data\Sound\servo3, db-50, 1.0};

minElev = -10;

maxElev = +20;

minTurn = -90;

maxTurn = +90;

gunnerOpticsModel = "\ca\weapons\optika_empty";

hasGunner= 1;

gunnerForceOptics = 0;

startEngine = 0;

class HitTurret {armor=0.8;material=51;name="vez";visual="vez";passThrough=0;};

class HitGun {armor=0.4;material=52;name="zbran";visual="zbran";passThrough=0;};

castGunnerShadow = false;

class ViewOptics

{

initAngleX=0; minAngleX=-30; maxAngleX=+30;

initAngleY=0; minAngleY=-100; maxAngleY=+100;

initFov=0.42; minFov=0.22; maxFov=0.64;

};

class ViewGunner

{

initAngleX=5; minAngleX=-30; maxAngleX=+30;

initAngleY=0; minAngleY=0; maxAngleY=0;

initFov=0.42; minFov=0.22; maxFov=0.95;};

};

};

};

};

Happy?

Edited by ADuke

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class hilux1_civil_1_open: Car
{
class Turrets: Turrets
{
class MainTurret: NewTurret {hasGunner = 0;};
};
};

to

class hilux1_civil_1_open: Car
{
class Turrets: Turrets
{
class MainTurret: NewTurret {};
};
};

:bounce3:

Is there a specific reason why you do not have tabs to indent?

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class hilux1_civil_1_open: Car
{
class Turrets: Turrets
{
class MainTurret: NewTurret {hasGunner = 0;};
};
};

to

class hilux1_civil_1_open: Car
{
class Turrets: Turrets
{
class MainTurret: NewTurret {};
};
};

changed

Is there a specific reason why you do not have tabs to indent?

For some reason when I paste into this forum the indents are removed, they ARE there in the actual document. In fact I might ask you the same question, ha ha

Edited by ADuke

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OK, now that we've veered COMPLETELY off topic, how 'bout those barrels on the M134?

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Try adding this to your MG truck:

	class AnimationSources
	{
		class belt_rotation
		{
			source = "reload";
			weapon = "M134";
		};
	};

It may or may not need model.cfg changes. Gnat knows it for sure.

Did you check BIKI Model_Config?

For some reason when I paste into this forum the indents are removed

Don't get me wrong. I was wondering about the forum not doing it.

As a matter of fact it works for code blocks, yet not for quotes. :bounce3:

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	class AnimationSources
	{
		class belt_rotation
		{
			source = "reload";
			weapon = "M134";
		};
	};

Adding this by itself did not make the barrels spin. I did add the bones from the uh60 model.cfg (as they relate to the m134), I added them to the model .cfg for my vehicle, now my barrels spin, but my turret does not rotate, what now?

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Updated Model.cfg =

class CfgSkeletons
{

class Car;
class datsun1 : Car
  	{

	isDiscrete=1;
	skeletonInherit = ""; 
	skeletonBones[]=
	{
		"volant",
		"",
		"levy predni tlumic",
		"",
		"pravy predni tlumic",
		"",
		"levy dalsi tlumic",
		"",
		"pravy dalsi tlumic",
		"",
		"levy predni zatoc",
		"levy predni tlumic",
		"pravy predni zatoc",
		"pravy predni tlumic",
		"levy dalsi zatoc",
		"levy dalsi tlumic",

		"pravy dalsi zatoc",
		"pravy dalsi tlumic",
		"levy prostredni tlumic",
		"",
		"pravy prostredni tlumic",
		"",
		"levy zadni tlumic",
		"",
		"pravy zadni tlumic",
		"",
		"levy predni",
		"levy predni zatoc",
		"pravy predni",
		"pravy predni zatoc",
		"levy dalsi",
		"levy dalsi zatoc",
		"pravy dalsi",
		"pravy dalsi zatoc",
		"levy prostredni",
		"levy prostredni tlumic",
		"pravy prostredni",
		"pravy prostredni tlumic",
		"levy zadni",
		"levy zadni tlumic",
		"pravy zadni",
		"pravy zadni tlumic",
		"ukaz_rychlo",
		"",
		"ukaz_rychlo2",
		"",
		"ukaz_rpm",
		"",
		"OtocVez",
		"",
		"gatling_1",
		"OtocHlaven",
		"OtocHlaven_1",
		"OtocVez",
		"fuel_01",
		"",
		"fuel_1",
		"",
		"prop_01",
		"",
		"prop_02",
		"",
		"prop_2",
		"",
		"prop_1",
		"",
		"damageHide",
		"",
		"damageVez",
		"OtocVez",
		"otocvez_1",
		"damageHlaven",
		"OtocHlaven"
	};

};

};

class Rotation;
class CfgModels
{
class Car;
class datsun1: Car
{
	sectionsInherit="";
               sections[] =
		{
		"ammo",
		"sklo predni p",
		"sklo predni l",
		"zadni svetlo",
		"brzdove svetlo",
		"spz",
		"karoserie",
		"motor",
		"zbran",
		"vez",
		"zbytek",
		"levy predni",
		"levy prostredni",
		"levy zadni",
		"pravy predni",
		"pravy prostredni",
		"pravy zadni",
		"clan",
		"clan_sign",
		"zasleh",
		"P svetlo",
		"L svetlo",
		"palivo"

	};
	skeletonName ="datsun1"; 
	class Animations 
	{	
		class damageHide
		{
			type="hide";
			source="damage";
			selection="damageHide";
		};
		class IndicatorSpeed
		{
			animPeriod=0;
			type="rotation";
			source="speed";
			selection="ukaz_rychlo";
			axis="osa_rychlo";
			memory=0;
			minValue=0.000000;
			maxValue=44.400002;
			angle0=0.087266;
			angle1=4.537856;
		};
		class IndicatorSpeed2
		{
			type="rotation";
			source="speed";
			selection="ukaz_rychlo2";
			axis="osa_rychlo2";
			memory="false";
			animPeriod=0;
			minValue=0;
			maxValue=16.670000;
			angle0=0;
			angle1="rad -240";
		};
		class IndicatorRPM
		{
			animPeriod=0;
			type="rotation";
			source="rpm";
			selection="ukaz_rpm";
			axis="osa_rpm";
			memory=0;
			minValue=0.000000;
			maxValue=1.000000;
			angle0=0.000000;
			angle1="rad 175";
		};
		class DrivingWheel
		{
			type="rotation";
			source="drivingWheel";
			selection="volant";
			begin="osaVolantZac";
			end="osaVolantKon";
			memory="false";
			animPeriod=0;
			minValue=-1;
			maxValue=1;
			angle0=-8;
			angle1=8;
		};
		class TurnFrontWheelR
		{
			type="rotationY";
			source="drivingWheel";
			selection="pravy predni zatoc";
			axis="pravy predni";
			memory="false";
			animPeriod=0;
			sourceAddress="loop";
			minValue="rad -180";
			maxValue="rad +180";
			angle0="rad +90";
			angle1="rad -90";
		};
		class TurnFrontWheelL: TurnFrontWheelR
		{
			selection="levy predni zatoc";
			axis="levy predni";
		};
		class TurnFrontWheelR2: TurnFrontWheelR
		{
			selection="pravy dalsi zatoc ";
			axis="pravy dalsi";
		};
		class TurnFrontWheelL2: TurnFrontWheelR
		{
			selection="levy dalsi zatoc ";
			axis="levy dalsi";
		};
		class FrontWheelR
		{
			type="rotationX";
			source="wheel";
			selection="pravy predni";
			axis="";
			memory="true";
			animPeriod=0;
			sourceAddress="loop";
			minValue=0;
			maxValue=1;
			angle0=0;
			angle1="rad -360";
		};
		class FrontWheel2R: FrontWheelR
		{
			selection="pravy dalsi";
		};
		class BackWheelR: FrontWheelR
		{
			selection="pravy zadni";
		};
		class BackWheel2R: FrontWheelR
		{
			selection="pravy prostredni";
		};
		class FrontWheelL: FrontWheelR
		{
			selection="levy predni";
		};
		class FrontWheel2L: FrontWheelR
		{
			selection="levy dalsi";
		};
		class BackWheelL: FrontWheelR
		{
			selection="levy zadni";
		};
		class BackWheel2L: FrontWheelR
		{
			selection="levy prostredni";
		};
		class FrontWheelDamperR
		{
			type="translationY";
			source="damper";
			selection="pravy predni tlumic";
			axis="";
			animPeriod=0;
			minValue=-1000;
			maxValue=1000;
		};
		class FrontWheelDamper2R: FrontWheelDamperR
		{
			selection="pravy dalsi tlumic";
		};
		class BackWheelDamperR: FrontWheelDamperR
		{
			selection="pravy zadni tlumic";
		};
		class BackWheelDamper2R: FrontWheelDamperR
		{
			selection="pravy prostredni tlumic";
		};
		class FrontWheelDamperL: FrontWheelDamperR
		{
			selection="levy predni tlumic";
		};
		class FrontWheelDamper2L: FrontWheelDamperR
		{
			selection="levy dalsi tlumic";
		};
		class BackWheelDamperL: FrontWheelDamperR
		{
			selection="levy zadni tlumic";
		};
		class BackWheelDamper2L: FrontWheelDamperR
		{
			selection="levy prostredni tlumic";
		};
		class damageVez: damageHide
		{
			selection="damageVez";
		};
		class damageHlaven: damageHide
		{
			selection="damageHlaven";


		};
	};
};

class datsun2: car
{
	sectionsInherit="datsun1";
               sections[] =
		{
		"ammo",
		"sklo predni p",
		"sklo predni l",
		"zadni svetlo",
		"brzdove svetlo",
		"spz",
		"karoserie",
		"motor",
		"zbran",
		"vez",
		"zbytek",
		"levy predni",
		"levy prostredni",
		"levy zadni",
		"pravy predni",
		"pravy prostredni",
		"pravy zadni",
		"clan",
		"clan_sign",
		"zasleh",
		"P svetlo",
		"L svetlo",
		"palivo"
	};

	skeletonName ="datsun1"; 
	class Rotation;
	class Animations 

	{
		class damageHide
		{
			type="hide";
			source="damage";
			selection="damageHide";
		};
		class IndicatorSpeed
		{
			animPeriod=0;
			type="rotation";
			source="speed";
			selection="ukaz_rychlo";
			axis="osa_rychlo";
			memory=0;
			minValue=0.000000;
			maxValue=44.400002;
			angle0=0.087266;
			angle1=4.537856;
		};
		class IndicatorSpeed2
		{
			type="rotation";
			source="speed";
			selection="ukaz_rychlo2";
			axis="osa_rychlo2";
			memory="false";
			animPeriod=0;
			minValue=0;
			maxValue=16.670000;
			angle0=0;
			angle1="rad -240";
		};
		class IndicatorRPM
		{
			animPeriod=0;
			type="rotation";
			source="rpm";
			selection="ukaz_rpm";
			axis="osa_rpm";
			memory=0;
			minValue=0.000000;
			maxValue=1.000000;
			angle0=0.000000;
			angle1="rad 175";
		};
		class DrivingWheel
		{
			type="rotation";
			source="drivingWheel";
			selection="volant";
			begin="osaVolantZac";
			end="osaVolantKon";
			memory="false";
			animPeriod=0;
			minValue=-1;
			maxValue=1;
			angle0=-8;
			angle1=8;
		};
		class TurnFrontWheelR
		{
			type="rotationY";
			source="drivingWheel";
			selection="pravy predni zatoc";
			axis="pravy predni";
			memory="false";
			animPeriod=0;
			sourceAddress="loop";
			minValue="rad -180";
			maxValue="rad +180";
			angle0="rad +90";
			angle1="rad -90";
		};
		class TurnFrontWheelL: TurnFrontWheelR
		{
			selection="levy predni zatoc";
			axis="levy predni";
		};
		class TurnFrontWheelR2: TurnFrontWheelR
		{
			selection="pravy dalsi zatoc ";
			axis="pravy dalsi";
		};
		class TurnFrontWheelL2: TurnFrontWheelR
		{
			selection="levy dalsi zatoc ";
			axis="levy dalsi";
		};
		class FrontWheelR
		{
			type="rotationX";
			source="wheel";
			selection="pravy predni";
			axis="";
			memory="true";
			animPeriod=0;
			sourceAddress="loop";
			minValue=0;
			maxValue=1;
			angle0=0;
			angle1="rad -360";
		};
		class FrontWheel2R: FrontWheelR
		{
			selection="pravy dalsi";
		};
		class BackWheelR: FrontWheelR
		{
			selection="pravy zadni";
		};
		class BackWheel2R: FrontWheelR
		{
			selection="pravy prostredni";
		};
		class FrontWheelL: FrontWheelR
		{
			selection="levy predni";
		};
		class FrontWheel2L: FrontWheelR
		{
			selection="levy dalsi";
		};
		class BackWheelL: FrontWheelR
		{
			selection="levy zadni";
		};
		class BackWheel2L: FrontWheelR
		{
			selection="levy prostredni";
		};
		class FrontWheelDamperR
		{
			type="translationY";
			source="damper";
			selection="pravy predni tlumic";
			axis="";
			animPeriod=0;
			minValue=-1000;
			maxValue=1000;
		};
		class FrontWheelDamper2R: FrontWheelDamperR
		{
			selection="pravy dalsi tlumic";
		};
		class BackWheelDamperR: FrontWheelDamperR
		{
			selection="pravy zadni tlumic";
		};
		class BackWheelDamper2R: FrontWheelDamperR
		{
			selection="pravy prostredni tlumic";
		};
		class FrontWheelDamperL: FrontWheelDamperR
		{
			selection="levy predni tlumic";
		};
		class FrontWheelDamper2L: FrontWheelDamperR
		{
			selection="levy dalsi tlumic";
		};
		class BackWheelDamperL: FrontWheelDamperR
		{
			selection="levy zadni tlumic";
		};
		class BackWheelDamper2L: FrontWheelDamperR
		{
			selection="levy prostredni tlumic";
		};
		class damageVez: damageHide
		{
			selection="damageVez";
		};
		class damageHlaven: damageHide
		{
			selection="damageHlaven";
		};
		class MainTurret
		{
			type="rotationY";
			source="mainTurret";
			selection="OtocVez";
			axis="OsaVeze";
			animPeriod=0;
			minValue="rad -360";
			maxValue="rad +360";
			angle0="rad -360";
			angle1="rad +360";
		};
		class MainGun: MainTurret
		{
			type="rotationX";
			source="mainGun";
			selection="OtocHlaven";
			axis="OsaHlavne";
		};

		class MachineGun_1: Rotation
		{
                        type="rotation";
			memory=1;
			selection="gatling_1";
			axis="gatling_1_axis";
			angle0="rad -0";	
			angle1="-600 * 3.141592654";
			source="Gatling_1";
		};
		class damageAmmobelt: damageHide
		{
			selection="ammo_belt";
		};
	};
};

class truck1 : datsun1 {};
class truck2 : datsun1 {};
class truck3 : datsun2 {};

};	

....and config.cpp =

//Special Forces Trucks

#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

#define WeaponNoSlot			0// dummy weapons
#define WeaponSlotPrimary		1// primary weapons
#define WeaponSlotSecondary		16// secondary weapons
#define WeaponSlotItem			256// items
#define WeaponSlotBinocular		4096// binocular
#define WeaponHardMounted		65536


class CfgPatches
{
 	class sftrucks
 	{
   		units[] = {"sftruck1","sftruck2","sftruck3"};
   		weapons[] = {};
   		requiredVersion = 1.14;
   		requiredAddons[] = {"CAWheeled"};
 	};
};

class CfgVehicleClasses
{
 	class sftrucks
 	{
   		displayName = "Special Forces Trucks";
 	};
};
class CfgVehicles
{
 	class Land;
 	class LandVehicle: Land
 	{
   		class NewTurret;
 	};

 	class Car: LandVehicle
 	{
   	class Turrets
   	{
      		class MainTurret: NewTurret {};
   	};
};

class hilux1_civil_1_open: Car
 	{
   	class Turrets: Turrets
   	{
     		class MainTurret: NewTurret {};
   	};
};

 	class sftruck1: hilux1_civil_1_open
 	{
class Turrets {}; 
   		side = 1;
   		scope = 2;
   		model = "\Sftruck\truck1";
   		picture = "\Ca\wheeled\data\ico\datsun1_civil_1_open_CA.paa";
   		Icon = "\Ca\wheeled\data\map_ico\icomap_datsun_CA.paa";
   		vehicleClass = "sftrucks";
   		hasGunner= 0;
   		displayName = "SF Truck (Cargo)";
   		typicalCargo[] ={"SoldierWSaboteurPipe2","SoldierWSaboteurRecon","SoldierWSaboteurAssault","SoldierWSaboteurMarksman"};
   		crew = "SoldierWSaboteurPipe";
   		transportSoldier = 11;
   		castCargoShadow = 1;
   		ejectDeadCargo = 1;
   		driverAction = "datsun_driver";
   		cargoAction[] = {"Hilux_cargo01","MH6_Cargo01","MH6_Cargo02","MH6_Cargo03","MH6_Cargo01","MH6_Cargo02","MH6_Cargo03","MH6_Cargo01","BRDM2_Cargo01","BRDM2_Cargo01","BRDM2_Cargo01"};
 	};
 	class sftruck2: sftruck1
 	{
   		model = "\Sftruck\truck2";
   		displayName = "SF Truck (Refuel)";
   		transportFuel = 3000;
   		hasGunner= 0;
   		transportSoldier = 5;
   		castCargoShadow = 0;
   		cargoAction[] = {"Hilux_cargo01","MH6_Cargo01","btr_Cargo03","MH6_Cargo01","Truck_Cargo04"};
 	};
 	class sftruck3: hilux1_civil_1_open
 	{
   		side = 1;
   		scope = 2;
   		model = "\Sftruck\truck3";
   		vehicleClass = "sftrucks";
   		displayName = "SF Truck (GAU)";
   		typicalCargo[] ={"SoldierWSaboteurPipe2","SoldierWSaboteurRecon","SoldierWSaboteurAssault","SoldierWSaboteurMarksman"};
   		crew = "SoldierWSaboteurPipe";
   		transportSoldier = 1;
   		driverIsCommander = 1;
   		castCargoShadow = 0;
   		ejectDeadCargo = 1;
   		hasGunner = 1;
   		canLock = 0;
   		driverAction = "datsun_driver";
   		commanderCanSee = 31; //See all
   		gunnerCanSee = 31;
   		cargoAction[] ={"Hilux_cargo01"};
   		gunnerOpticsShowCursor = true;
	class AnimationSources
	{
		class Gatling_1
		{
			source = "reload";
			weapon = "M134";
		};
		class belt_rotation {
			source = "reload";
			weapon = "M134";
		};
	};

   		class Turrets: Turrets
   		{
     		class MainTurret: MainTurret
     		{
			outGunnerMayFire = 1;
		memoryPointGun = "machinegun";
		body = "mainTurret";
		gun = "mainGun";
		gunAxis = "OsaHlavne";
		weapons[] = {"M134"};
		magazines[] = {"2000Rnd_762x51_M134", "4000Rnd_762x51_M134", "2000Rnd_762x51_M134", "4000Rnd_762x51_M134", "2000Rnd_762x51_M134", "4000Rnd_762x51_M134", "2000Rnd_762x51_M134", "4000Rnd_762x51_M134", "2000Rnd_762x51_M134", "4000Rnd_762x51_M134", "2000Rnd_762x51_M134", "4000Rnd_762x51_M134"};
		gunnerAction = "UH60_Gunner";
		soundServo[]={\ca\wheeled\Data\Sound\servo3, db-50, 1.0};
		gunBeg = "muzzle_1";
		gunEnd = "chamber_1";
		minElev = -10; 
		maxElev = +40;
		minTurn = -70; 
		maxTurn = +70;
		gunnerOpticsModel = "\ca\weapons\optika_empty";
		hasGunner= 1;
		gunnerForceOptics = 0;
		startEngine = 0;
		class HitTurret {armor=0.8;material=51;name="vez";visual="vez";passThrough=0;};
		class HitGun {armor=0.4;material=52;name="zbran";visual="zbran";passThrough=0;};
		castGunnerShadow = false;

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

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I found a solution to my problem:

The following is for anyone like me who searched for an answer to the following question and couldn't find one:

How to mount an M134 on a truck/vehicle and make the barrels spin and make the turret rotate correctly at the same time

The skeleton for the truck needs to have the bones defined separately from the inherited bones in the model.cfg

like this:

class rotation;
class CfgSkeletons
{

class Car
  	{
	skeletonInherit = ""; 
	skeletonBones[]=
	{
		"volant",
		"",
		"levy predni tlumic",
		"",
		"pravy predni tlumic",
		"",
		"levy dalsi tlumic",
		"",
		"pravy dalsi tlumic",
		"",
		"levy predni zatoc",
		"levy predni tlumic",
		"pravy predni zatoc",
		"pravy predni tlumic",
		"levy dalsi zatoc",
		"levy dalsi tlumic",

		"pravy dalsi zatoc",
		"pravy dalsi tlumic",
		"levy prostredni tlumic",
		"",
		"pravy prostredni tlumic",
		"",
		"levy zadni tlumic",
		"",
		"pravy zadni tlumic",
		"",
		"levy predni",
		"levy predni zatoc",
		"pravy predni",
		"pravy predni zatoc",
		"levy dalsi",
		"levy dalsi zatoc",
		"pravy dalsi",
		"pravy dalsi zatoc",
		"levy prostredni",
		"levy prostredni tlumic",
		"pravy prostredni",
		"pravy prostredni tlumic",
		"levy zadni",
		"levy zadni tlumic",
		"pravy zadni",
		"pravy zadni tlumic",
		"ukaz_rychlo",
		"",
		"ukaz_rychlo2",
		"",
		"ukaz_rpm",
		"",
		"OtocVez",
		"",
		"OtocHlaven",
		"OtocVez",
		"fuel_01",
		"",
		"fuel_1",
		"",
		"prop_01",
		"",
		"prop_02",
		"",
		"prop_2",
		"",
		"prop_1",
		"",
		"damageHide",
		"",
		"damageVez",
		"OtocVez",
		"damageHlaven",
		"OtocHlaven"
	};

};

class datsun1Bones: Car
{
isDiscrete=1;
skeletonInherit = "Car";
skeletonBones[]=
	{
                 	"ammo_belt",
		"OtocHlaven",

		"otochlaven",
		"otocvez_1",

		"obsTurret","",

		"obsGun","obsTurret",

		"reTurret","",

                 	"reGun","reTurret",

                 	"gatling_1","OtocHlaven",




	};
};
};

class CfgModels
{
class Default
{
	sectionsInherit="";
               sections[] = {};
	skeletonName = "";
	};
	class vehicle : Default
		{
		sections[] =
		{
           			"clan",
           			"clan_sign",
           			"zasleh"
       		};
   		};    
   	class Car: Vehicle
   	{
       	sectionsInherit="Vehicle";
       	sections[] =
       	{
		"sklo predni p",
		"sklo predni l",
		"zadni svetlo",
		"brzdove svetlo",
		"spz",
		"karoserie",
		"motor",
		"zbran",
		"vez",
		"zbytek",
		"levy predni",
		"levy prostredni",
		"levy zadni",
		"pravy predni",
		"pravy prostredni",
		"pravy zadni",
		"clan",
		"clan_sign",
		"zasleh",
		"P svetlo",
		"L svetlo",
		"palivo"

	};
	skeletonName ="car"; 
	};

class datsun1: Car
{
	sectionsInherit = "";                     
	sections[] =
	{  
                    	"pravy predni",
                    	"pravy zadni",
                    	"levy predni",
                    	"levy zadni",
                    	"L svetlo",
                    	"P svetlo",
                    	"otocvez",
                    	"otochlaven",
                    	"door1",
                    	"zasleh",
                    	"brake light",
                    	"light_Front_Left", 
                    	"light_Front_Right", 
                    	"rear light",
                    	"Light_1_1", 
                    	"Light_1_2",
                    	"clan_sign", 
                    	"clan",
                    	"zadni svetlo",
                    	"brzdove svetlo",
                    	"palivo","obsTurret","obsGun","reTurret","reGun",
   		};

	skeletonName = "datsun1Bones";
	selectionFireAnim = zasleh";
	class Animations 
	{	
		class damageHide
		{
			type="hide";
			source="damage";
			selection="damageHide";
		};
		class IndicatorSpeed
		{
			animPeriod=0;
			type="rotation";
			source="speed";
			selection="ukaz_rychlo";
			axis="osa_rychlo";
			memory=0;
			minValue=0.000000;
			maxValue=44.400002;
			angle0=0.087266;
			angle1=4.537856;
		};
		class IndicatorSpeed2
		{
			type="rotation";
			source="speed";
			selection="ukaz_rychlo2";
			axis="osa_rychlo2";
			memory="false";
			animPeriod=0;
			minValue=0;
			maxValue=16.670000;
			angle0=0;
			angle1="rad -240";
		};
		class IndicatorRPM
		{
			animPeriod=0;
			type="rotation";
			source="rpm";
			selection="ukaz_rpm";
			axis="osa_rpm";
			memory=0;
			minValue=0.000000;
			maxValue=1.000000;
			angle0=0.000000;
			angle1="rad 175";
		};
		class DrivingWheel
		{
			type="rotation";
			source="drivingWheel";
			selection="volant";
			begin="osaVolantZac";
			end="osaVolantKon";
			memory="false";
			animPeriod=0;
			minValue=-1;
			maxValue=1;
			angle0=-8;
			angle1=8;
		};
		class TurnFrontWheelR
		{
			type="rotationY";
			source="drivingWheel";
			selection="pravy predni zatoc";
			axis="pravy predni";
			memory="false";
			animPeriod=0;
			sourceAddress="loop";
			minValue="rad -180";
			maxValue="rad +180";
			angle0="rad +90";
			angle1="rad -90";
		};
		class TurnFrontWheelL: TurnFrontWheelR
		{
			selection="levy predni zatoc";
			axis="levy predni";
		};
		class TurnFrontWheelR2: TurnFrontWheelR
		{
			selection="pravy dalsi zatoc ";
			axis="pravy dalsi";
		};
		class TurnFrontWheelL2: TurnFrontWheelR
		{
			selection="levy dalsi zatoc ";
			axis="levy dalsi";
		};
		class FrontWheelR
		{
			type="rotationX";
			source="wheel";
			selection="pravy predni";
			axis="";
			memory="true";
			animPeriod=0;
			sourceAddress="loop";
			minValue=0;
			maxValue=1;
			angle0=0;
			angle1="rad -360";
		};
		class FrontWheel2R: FrontWheelR
		{
			selection="pravy dalsi";
		};
		class BackWheelR: FrontWheelR
		{
			selection="pravy zadni";
		};
		class BackWheel2R: FrontWheelR
		{
			selection="pravy prostredni";
		};
		class FrontWheelL: FrontWheelR
		{
			selection="levy predni";
		};
		class FrontWheel2L: FrontWheelR
		{
			selection="levy dalsi";
		};
		class BackWheelL: FrontWheelR
		{
			selection="levy zadni";
		};
		class BackWheel2L: FrontWheelR
		{
			selection="levy prostredni";
		};
		class FrontWheelDamperR
		{
			type="translationY";
			source="damper";
			selection="pravy predni tlumic";
			axis="";
			animPeriod=0;
			minValue=-1000;
			maxValue=1000;
		};
		class FrontWheelDamper2R: FrontWheelDamperR
		{
			selection="pravy dalsi tlumic";
		};
		class BackWheelDamperR: FrontWheelDamperR
		{
			selection="pravy zadni tlumic";
		};
		class BackWheelDamper2R: FrontWheelDamperR
		{
			selection="pravy prostredni tlumic";
		};
		class FrontWheelDamperL: FrontWheelDamperR
		{
			selection="levy predni tlumic";
		};
		class FrontWheelDamper2L: FrontWheelDamperR
		{
			selection="levy dalsi tlumic";
		};
		class BackWheelDamperL: FrontWheelDamperR
		{
			selection="levy zadni tlumic";
		};
		class BackWheelDamper2L: FrontWheelDamperR
		{
			selection="levy prostredni tlumic";
		};
		class damageVez: damageHide
		{
			selection="damageVez";
		};
		class damageHlaven: damageHide
		{
			selection="damageHlaven";


		};
	};
};

class datsun2: car
{
	sectionsInherit="datsun1";
               sections[] =
		{
		"ammo",
		"sklo predni p",
		"sklo predni l",
		"zadni svetlo",
		"brzdove svetlo",
		"spz",
		"karoserie",
		"motor",
		"zbran",
		"vez",
		"zbytek",
		"levy predni",
		"levy prostredni",
		"levy zadni",
		"pravy predni",
		"pravy prostredni",
		"pravy zadni",
		"clan",
		"clan_sign",
		"zasleh",
		"P svetlo",
		"L svetlo",
		"palivo"
	};

	skeletonName ="datsun1Bones"; 
	class Rotation;
	class Animations 

	{
		class damageHide
		{
			type="hide";
			source="damage";
			selection="damageHide";
		};
		class IndicatorSpeed
		{
			animPeriod=0;
			type="rotation";
			source="speed";
			selection="ukaz_rychlo";
			axis="osa_rychlo";
			memory=0;
			minValue=0.000000;
			maxValue=44.400002;
			angle0=0.087266;
			angle1=4.537856;
		};
		class IndicatorSpeed2
		{
			type="rotation";
			source="speed";
			selection="ukaz_rychlo2";
			axis="osa_rychlo2";
			memory="false";
			animPeriod=0;
			minValue=0;
			maxValue=16.670000;
			angle0=0;
			angle1="rad -240";
		};
		class IndicatorRPM
		{
			animPeriod=0;
			type="rotation";
			source="rpm";
			selection="ukaz_rpm";
			axis="osa_rpm";
			memory=0;
			minValue=0.000000;
			maxValue=1.000000;
			angle0=0.000000;
			angle1="rad 175";
		};
		class DrivingWheel
		{
			type="rotation";
			source="drivingWheel";
			selection="volant";
			begin="osaVolantZac";
			end="osaVolantKon";
			memory="false";
			animPeriod=0;
			minValue=-1;
			maxValue=1;
			angle0=-8;
			angle1=8;
		};
		class TurnFrontWheelR
		{
			type="rotationY";
			source="drivingWheel";
			selection="pravy predni zatoc";
			axis="pravy predni";
			memory="false";
			animPeriod=0;
			sourceAddress="loop";
			minValue="rad -180";
			maxValue="rad +180";
			angle0="rad +90";
			angle1="rad -90";
		};
		class TurnFrontWheelL: TurnFrontWheelR
		{
			selection="levy predni zatoc";
			axis="levy predni";
		};
		class TurnFrontWheelR2: TurnFrontWheelR
		{
			selection="pravy dalsi zatoc ";
			axis="pravy dalsi";
		};
		class TurnFrontWheelL2: TurnFrontWheelR
		{
			selection="levy dalsi zatoc ";
			axis="levy dalsi";
		};
		class FrontWheelR
		{
			type="rotationX";
			source="wheel";
			selection="pravy predni";
			axis="";
			memory="true";
			animPeriod=0;
			sourceAddress="loop";
			minValue=0;
			maxValue=1;
			angle0=0;
			angle1="rad -360";
		};
		class FrontWheel2R: FrontWheelR
		{
			selection="pravy dalsi";
		};
		class BackWheelR: FrontWheelR
		{
			selection="pravy zadni";
		};
		class BackWheel2R: FrontWheelR
		{
			selection="pravy prostredni";
		};
		class FrontWheelL: FrontWheelR
		{
			selection="levy predni";
		};
		class FrontWheel2L: FrontWheelR
		{
			selection="levy dalsi";
		};
		class BackWheelL: FrontWheelR
		{
			selection="levy zadni";
		};
		class BackWheel2L: FrontWheelR
		{
			selection="levy prostredni";
		};
		class FrontWheelDamperR
		{
			type="translationY";
			source="damper";
			selection="pravy predni tlumic";
			axis="";
			animPeriod=0;
			minValue=-1000;
			maxValue=1000;
		};
		class FrontWheelDamper2R: FrontWheelDamperR
		{
			selection="pravy dalsi tlumic";
		};
		class BackWheelDamperR: FrontWheelDamperR
		{
			selection="pravy zadni tlumic";
		};
		class BackWheelDamper2R: FrontWheelDamperR
		{
			selection="pravy prostredni tlumic";
		};
		class FrontWheelDamperL: FrontWheelDamperR
		{
			selection="levy predni tlumic";
		};
		class FrontWheelDamper2L: FrontWheelDamperR
		{
			selection="levy dalsi tlumic";
		};
		class BackWheelDamperL: FrontWheelDamperR
		{
			selection="levy zadni tlumic";
		};
		class BackWheelDamper2L: FrontWheelDamperR
		{
			selection="levy prostredni tlumic";
		};
		class damageVez: damageHide
		{
			selection="damageVez";
		};
		class damageHlaven: damageHide
		{
			selection="damageHlaven";
		};
		class MainTurret
		{
			type="rotationY";
			source="mainTurret";
			selection="OtocVez";
			axis="OsaVeze";
			animPeriod=0;
			minValue="rad -360";
			maxValue="rad +360";
			angle0="rad -360";
			angle1="rad +360";
		};
		class MainGun: MainTurret
		{
			type="rotationX";
			source="mainGun";
			selection="OtocHlaven";
			axis="OsaHlavne";
		};

		class gatling_1: Rotation
		{
                        type="rotation";
			memory=1;
			selection="gatling_1";
			axis="gatling_1_axis";
			angle0="rad -0";	
			angle1="-600 * 3.141592654";
			source="Gatling_1";
		};
		class damageAmmobelt: damageHide
		{
			selection="ammo_belt";
		};
	};
};

class truck1 : datsun1 {};
class truck2 : datsun1 {};
class truck3 : datsun2 {};

};	

There are also some bits in there for adding a separate door turret.

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