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Help with Door Radius


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#1 ladie from hell

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Posted 02 January 2011 - 11:38

Hi all

I have made my self a LARGE Gate way .. with 2 large doors and pillars on each side , I spent some 4 hrs getting the right set up for it in o2 and the confg.

both doors are to open at the same time ( they do )
and they both close at the same time .

BUT , my problem is the radius of the Doors once they are in action .. they only open up to a small radius, how does one make the doors open up to a full 90 degrees of their closed state ??

***********************************
***********************************
here is my script for gate .

class Armageddon60_gate: strategic
{
vehicleClass = "WH40K - Epic Objects";
scope = 2;
cost = 1000;
mapSize=20;
armor = 5000;
model = "\WH40KEPIC\Armageddon60_gate.p3d";
displayName = "Armageddon 60m Tall Gate";

class Animations
{
class door1
{
type="rotation";
animPeriod=6;
selection="door1";
axis="door1axis";
angle0=0.000000;
angle1=-0.10000;
};

class door2
{
type="rotation";
animPeriod=6;
selection="door2";
axis="door2axis";
angle0=0.000000;
angle1=0.10000;
};

};

class UserActions
{
class Opendoor1
{
displayName="open Gate";
position="pos_doorswitch1";
radius=2.5;
condition="this animationPhase ""door1"" < 0.5; this animationPhase ""door2"" < 0.5";
statement="this animate [""door1"", 1]; this animate [""door2"", 1]";
};
class Closedoor1
{
displayName="Close Gate";
position="pos_doorswitch1";
radius=2.5;
condition="this animationPhase ""door1"" >= 0.5; this animationPhase ""door2"" >= 0.5";
statement="this animate [""door1"", 0]; this animate [""door2"", 0]";
};

};

};




I am hoping its because each door is 26meters from center to gate hinges.

if so , I am screwed .. :(

LFH
{ SIOL FEARALL NA FEAR }
(Breed of Manly Men)
NO RETREATING FOOT STEEPS

Dear Lord, please give me the strength to not slap an idiot today......Amen.

#2 ProfTournesol

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Posted 02 January 2011 - 12:32

Hi,

increase "angle1=-0.10000;" value, for example set it to "angle1=-1.50000;" (and 1.5 for the other one).

Cheers,

ProfT

#3 ladie from hell

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Posted 02 January 2011 - 12:50

@ProfTournesol

THANK YOU .. it works now ..

LFH
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(Breed of Manly Men)
NO RETREATING FOOT STEEPS

Dear Lord, please give me the strength to not slap an idiot today......Amen.

#4 Macser

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Posted 02 January 2011 - 22:19

angle convertor
There's a handy site to convert angles.

Ofp uses Radians.So if you know roughly what your required angle is in degrees,
you can quickly convert to radian values.
:)

#5 ladie from hell

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Posted 03 January 2011 - 15:17

Thanks Macser .. I will give this a good use.

the main thing I guess I was asking was .. what Line in the config makes the doors swing open more .. but I have a very nice swinging gate. thanks to bout of you

I was able to have the AI go through the opening as well once the gates were open ..
this is not my Vraks stuff but a project for another set of map objects .. and this gate map object does not have a walk way above it , so this is what makes me think the main reason why the AI does not go through my Vraks Gate way ..

LFH
{ SIOL FEARALL NA FEAR }
(Breed of Manly Men)
NO RETREATING FOOT STEEPS

Dear Lord, please give me the strength to not slap an idiot today......Amen.

#6 ladie from hell

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Posted 07 January 2011 - 12:10

Hi once again ..
Another helping question for this same confg.

I have looked at 3 other map object addons with animation doors, they have sound files for sounds of doors opening and closing ... I have tried to reproduce the same effect.

from adding a sound folder and reproducing the same line code in the confg.
( of course I renamed the command line to find such file ) but in game no sound is made..

here is a section of the confg, (not knowing if you would need the full confg list or not)

///// BLA BLA BLA //////

class CfgSounds
{
class WH40KEPIC_PORTONE
{
sound[]={"\WH40KEPIC\doors\portone.ogg",db+30,0.90};
name = "Epic doors";
titles[] = {};
};

};
///// BLA BLA BLA //////


/////////////////////////////////
////////// Epic Gate ///////////
/////////////////////////////////

class Epic_0701Gate: strategic
{
vehicleClass = "WH40K - Epic Objects";
scope = 2;
cost = 1000;
mapSize=20;
armor = 5000;
model = "\WH40KEPIC\Epic_0701Gate.p3d";
displayName = "Epic 0701 Gate";

class Animations
{
class door1
{
type="rotation";
animPeriod=6;
selection="door1";
axis="door1axis";
sound[]={"\WH40KEPIC\doors\portone.ogg",db+30,0.90};
angle0=0.000000;
angle1=-1.50000;
};

class door2
{
type="rotation";
animPeriod=6;
selection="door2";
axis="door2axis";
sound[]={"\WH40KEPIC\doors\portone.ogg",db+30,0.90};
angle0=0.000000;
angle1=1.50000;
};

};

class UserActions
{
class Opendoor1
{
displayName="Open Gate";
position="pos_doorswitch1";
radius=2.5;
sound[]={"\WH40KEPIC\doors\portone.ogg",db+30,0.90};
condition="this animationPhase ""door1"" < 0.5; this animationPhase ""door2"" < 0.5";
statement="this animate [""door1"", 1]; this animate [""door2"", 1]";
};
class Closedoor1
{
displayName="Close Gate";
position="pos_doorswitch1";
radius=2.5;
sound[]={"\WH40KEPIC\doors\portone.ogg",db+30,0.90};
condition="this animationPhase ""door1"" >= 0.5; this animationPhase ""door2"" >= 0.5";
statement="this animate [""door1"", 0]; this animate [""door2"", 0]";
};

};

};

//////////////////////



I have a folder that holds the sound file in the main map objects folder, so I am not sure as to why ??? but hay its me I am talking about ... :j:


LFH
{ SIOL FEARALL NA FEAR }
(Breed of Manly Men)
NO RETREATING FOOT STEEPS

Dear Lord, please give me the strength to not slap an idiot today......Amen.

#7 ProfTournesol

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Posted 07 January 2011 - 16:56

Change your statements line this way :

statement="this animate [""door1"", 1]; this animate [""door2"", 1];[COLOR="Red"]this say ""WH40KEPIC_PORTONE""[/COLOR]";


#8 ladie from hell

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Posted 07 January 2011 - 18:20

AAARRRRGGGGG darn it all to heck ...

in game it tells me .. "WH40KEPIC_PORTONE file can not be found" ...

So I have check the spelling of code, and of .oog file .. and I have even removed the .oog file from the "doors" folder and placed in the main model folder ..
and re-did all the info lines to :

sound[]={"\WH40KEPIC\portone.ogg",db+30,0.90};

.... maybe not needed .. but did it any way .. and still ..
error of said file not found .. ( and yes the .ogg file is in the folder ..GRRRRR )

LFH

Edited by ladie from hell, 09 January 2011 - 17:13.

{ SIOL FEARALL NA FEAR }
(Breed of Manly Men)
NO RETREATING FOOT STEEPS

Dear Lord, please give me the strength to not slap an idiot today......Amen.

#9 ladie from hell

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Posted 09 January 2011 - 17:15

UPDATE:

Ok ,
so now I am still having the Can not find "name of sound file" once I go to open the epic doors, and too make things a bit worse ..
when I try to close the doors, the command action shows but nothing is happening ....the doors do not close.

Now I looked at the main map addon in which I got this set or animation confg from; "F3WX_O1.pbo"

I tried to redo my whole confg to match how Agent Smith did.(backing up my old confg )

Bells and whistles and warnings and the how house shook ( no I do not live near any Earth quake Zones )
but my confg would not work in game

so then I tried and went back to my old config .. and removed all info of the SOUND FILE stuff.

OHHH BOY was that a dumb move or what .. OFP is playing games with me now .. now that new-old confg states errors .. and OFP will not start with said confg..

Please , I need Help on this , I can up load the file is any one can help me fix this ..

LFH
{ SIOL FEARALL NA FEAR }
(Breed of Manly Men)
NO RETREATING FOOT STEEPS

Dear Lord, please give me the strength to not slap an idiot today......Amen.

#10 ProfTournesol

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Posted 12 January 2011 - 17:53

Sorry i didn't notice this last post, upload it somewhere and i'll look into it :)

#11 ladie from hell

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Posted 14 January 2011 - 03:44

@ProfTournesol

thanks Soooo Much for the Help ..
I still don't know why it did not work for me, I might have had my Tongue not sticking out just right .. who knows ..


so ANYWAY .. is there a way to make a door open/close - faster/slower ????

I may have to redo the sound file to a shorter length ,the doors are opened .. and for 3 to 5 sec's .. the sound file is still playing ...


LFH
{ SIOL FEARALL NA FEAR }
(Breed of Manly Men)
NO RETREATING FOOT STEEPS

Dear Lord, please give me the strength to not slap an idiot today......Amen.

#12 ProfTournesol

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Posted 14 January 2011 - 11:36

so ANYWAY .. is there a way to make a door open/close - faster/slower ????


Yes yes, just increase the animperiod number :

class door1
{
type="rotation";
[COLOR="red"]animPeriod=6;[/COLOR]=> here, just increase the value 
selection="door1";
axis="door1axis";
angle0=0.000000;
angle1=-0.10000;
};


#13 ladie from hell

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Posted 17 January 2011 - 12:13

Well don't I feel like a DUMB ARSE ....
looking me in the face all this time ....
I thought that line had some thing to do with it ..

thanks ProfTournesol
{ SIOL FEARALL NA FEAR }
(Breed of Manly Men)
NO RETREATING FOOT STEEPS

Dear Lord, please give me the strength to not slap an idiot today......Amen.

#14 ladie from hell

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Posted 17 January 2011 - 16:41

OK now you would " THINK???? " that to make a single door open, you would/could take part of a double door confg and change it to a single door ...

even the tut 09 of the o2 even gives a good set up of the confg.
but noooo this is not so say's I , now maybe I am thinking too hard on this,
or over confident with my abilities with confgs but this is just NUTS.. :mad:

class cbld01b: strategic
{
vehicleClass = "WH40K Space Marine Chaple";
scope = 2;
cost = 1000;
armor = 90000;
model = "\40kChapel\cbld01b.p3d";
displayName = "Chaple bld 01b";

class Animations
{
class door1
{
type="rotation";
animPeriod=6;
selection="door1";
axis="door1axis";
angle0=0.000000;
angle1=1.50000;
};

};

class UserActions
{
class Opendoor1
{
displayName="Open Door";
position="pos_doorswitch1";
radius=2.5;
condition="this animationPhase ""door1"" < 0.5;
statement="this animate [""door1"", 1];
};
class Closedoor1
{
displayName="Close door";
position="pos_doorswitch1";
radius=2.5;
condition="this animationPhase ""door1"" >= 0.5;
statement="this animate [""door1"", 0];
};

};

//////////////////////////////////////////////////////////////



and I am getting an error once I have the file in pbo format and trying to boot game ( error pops up and game does not launch )

Posted Image
:(
{ SIOL FEARALL NA FEAR }
(Breed of Manly Men)
NO RETREATING FOOT STEEPS

Dear Lord, please give me the strength to not slap an idiot today......Amen.

#15 ProfTournesol

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Posted 17 January 2011 - 17:21

Hi,

after a quick reading, only some some " missing here and there :

class cbld01b: strategic
{
vehicleClass = "WH40K Space Marine Chaple";
scope = 2;
cost = 1000;
armor = 90000;
model = "\40kChapel\cbld01b.p3d";
displayName = "Chaple bld 01b";

class Animations
{
class door1
{
type="rotation";
animPeriod=6;
selection="door1";
axis="door1axis";
angle0=0.000000;
angle1=1.50000;
};

};

class UserActions
{
class Opendoor1
{
displayName="Open Door";
position="pos_doorswitch1";
radius=2.5;
condition="this animationPhase ""door1"" < 0.5[COLOR="red"]"[/COLOR]; 
statement="this animate [""door1"", 1][COLOR="red"]"[/COLOR]; 
};
class Closedoor1
{
displayName="Close door";
position="pos_doorswitch1";
radius=2.5;
condition="this animationPhase ""door1"" >= 0.5[COLOR="red"]"[/COLOR]; 
statement="this animate [""door1"", 0][COLOR="red"]"[/COLOR]; 
};

};

//////////////////////////////////////////////////////////////


#16 ladie from hell

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Posted 17 January 2011 - 17:28

ARRRRRG .. see .. I am getting confg-I-Tess

Thanks soo much Pro. Un fracking believable ...
{ SIOL FEARALL NA FEAR }
(Breed of Manly Men)
NO RETREATING FOOT STEEPS

Dear Lord, please give me the strength to not slap an idiot today......Amen.