ladie from hell

Help with Door Radius

16 posts in this topic

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

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Hi,

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

Cheers,

ProfT

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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.

:)

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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

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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

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Change your statements line this way :

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

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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

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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

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

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@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

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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;
};

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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

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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 )

421093115546401.jpg

:(

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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]; 
};

};

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

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