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Author Topic: Choppers don't want show.  (Read 1307 times)

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Offline Fabiantronc

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Choppers don't want show.
« on: 05 Sep 2008, 07:58:51 »
Hi.

I'm trying to re-texture some BIS choppers but I don't see it in-game, when I open Bulldozer all looks fine and animations works but I don't see the helicopters on the editor.
It's there a command like this addweapon M16; but for create an Helicopter ?
here it's my config.cpp

Code: [Select]
#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

#define VSoft 0
#define VArmor 1
#define VAir 2

class CfgPatches
{
class chile_chopos
{
units[] = {"chile_UH60MG",
"chile_uh_60",
"chile_ah6_lb_sp",
"chile_ah6",
"chile_mh6_lb",
"chile_mh6_lb_sp"};
weapons[] = {};
requiredVersion = 1;
requiredAddons[] = {};
};
};

class CfgVehicleClasses{
class chile_chopos
{
displayName = "Chopos - Chile";
};
};


class CfgVehicles
{
class All{};
class AllVehicles: All{};
class Air: AllVehicles
{
class NewTurret;
class ViewPilot;
};
class Helicopter: Air
{
type = 2;//VAir
nameSound = "chopper";
rotorBig = vrtule_velka;
rotorBigBlend = vrtule_velka_bl;
rotorSmall = vrtule_mala;
rotorSmallBlend = vrtule_mala_bl;
weapons[]={};
magazines[]={};
crewVulnerable = 1;
getInAction=GetInMedium;
getOutAction = GetOutMedium;
class HitHull {armor=1;material=51;name="NEtrup";visual="trup";passThrough=1;} // disabled points from model
class HitEngine {armor=0.25;material=51;name="motor";visual="motor";passThrough=1;}
class HitAvionics {armor=0.15;material=51;name="elektronika";visual="elektronika";passThrough=0;}
class HitVRotor {armor=0.3;material=51;name="mala vrtule";visual="mala vrtule";passThrough=0;}
class HitHRotor {armor=0.2;material=51;name="velka vrtule";visual="velka vrtule";passThrough=0;}
class HitMissiles {armor=0.1;material=51;name="munice";visual="munice";passThrough=1;}
class HitRGlass {armor=0.1;material=51;name="sklo predni P";visual="sklo predni P";passThrough=0;}
class HitLGlass {armor=0.1;material=51;name="sklo predni L";visual="sklo predni L";passThrough=0;}
class ViewPilot: ViewPilot
{
initFov=0.8; minFov=0.3; maxFov=1.2;
initAngleX=10; minAngleX=-45; maxAngleX=+80;
initAngleY=0; minAngleY=-125; maxAngleY=+125;
};
class Turrets
{
class MainTurret : NewTurret
{
outGunnerMayFire = 1; //Engine assumes helicopter gunner is turned out.
commanding = -1;
memoryPointsGetInGunner= "pos gunner";
memoryPointsGetInGunnerDir= "pos gunner dir";
memoryPointGun = "machinegun";
memoryPointGunnerOptics= "gunnerview";
selectionFireAnim = "zasleh";
castGunnerShadow = 1;
viewGunnerShadow = 1;
gunnerAction = AH1Z_Gunner;
gunnerInAction = AH1Z_Gunner;
gunnerOpticsModel=\ca\air\optika_heli_gunner;
gunnerForceOptics = 0;
class HitTurret {armor=0.2;material=51;name="vez";visual="vez";passThrough=0;};
class HitGun {armor=0.2;material=51;name="zbran";visual="zbran";passThrough=0;};
};
};
class AnimationSources;
dammageHalf[]=
{
\ca\air\data\jeep_kab_sklo1.paa,\ca\air\data\jeep_kab_sklo1B.paa,
\ca\air\data\uh60_kab_sklo2.paa,\ca\air\data\uh60_kab_sklo2B.paa,
\ca\air\data\uh60_gunner_okna.paa,\ca\air\data\uh60_gunner_oknaB.paa,
\ca\air\data\ah-1_kabina_predokno.paa,\ca\air\data\ah-1_kabina_predoknoB.paa,
\ca\air\data\ah-1_kabina_zadokno.paa,\ca\air\data\ah-1_kabina_zadoknoB.paa,
\ca\air\data\ah-1_kabina_topokno.paa,\ca\air\data\ah-1_kabina_topoknoB.paa
};
dammageFull[]=
{
\ca\air\data\jeep_kab_sklo1.paa,\ca\air\data\jeep_kab_sklo1C.paa,
\ca\air\data\uh60_kab_sklo2.paa,\ca\air\data\uh60_kab_sklo2C.paa,
\ca\air\data\uh60_gunner_okna.paa,\ca\air\data\uh60_gunner_oknaC.paa,
\ca\air\data\ah-1_kabina_predokno.paa,\ca\air\data\ah-1_kabina_predoknoC.paa,
\ca\air\data\ah-1_kabina_zadokno.paa,\ca\air\data\ah-1_kabina_zadoknoC.paa,
\ca\air\data\ah-1_kabina_topokno.paa,\ca\air\data\ah-1_kabina_topoknoC.paa
};
soundEngine[] = {"\ca\Air\Data\Sound\helicopter", db30, 1};
soundEnviron[] = {"\ca\Air\Data\Sound\noise", db-30, 1.0};
soundDammage[] = {"\ca\Air\Data\Sound\alarm_loop1", db-40, 1};
class EventHandlers {};
supplyRadius = 1.2;

accuracy=0.02;
camouflage=100;
audible=40;
};
 
class chile_uh_60mg: Helicopter //chile_uh_60mg: Helicopter
{
scope = public;
displayName="UH-60MG";
model="\chile_chopos_BIS\chile_uh_60mg";
mapSize = 14;
picture = "\ca\air\data\ico\uh_60mg_CA.paa";
Icon="\ca\air\data\map_ico\icomap_uh60mg_CA.paa";
nameSound="blackhawk";
crew = "SoldierWPilot";
vehicleClass = "chile_chopos";
side = 2;

maxSpeed = 270;

accuracy=0.30;
armor=30;
damageResistance = 0.00242;
cost=10000000;

mainRotorSpeed = -1;

//minMainRotorDive = -7;
//maxMainRotorDive = 5;
//neutralMainRotorDive = -2;

soundEngine[]={"\ca\air\Data\Sound\UH1_engine_v1",db31,1};
soundGetIn[]={"\ca\air\Data\Sound\heli_door3",db-20,1};
soundGetOut[]={"\ca\air\Data\Sound\heli_door3",db-20,1};

driverInAction = UH60_Pilot;
driverAction = UH60_Pilot;
cargoAction[]={
UH60_Cargo01,UH60_Cargo02
};
transportSoldier = 13;

enableSweep=false;
transportAmmo = 0;
supplyRadius = 2.5;

initCargoAngleY=+10; // cargo viewing limitations
minCargoAngleY=-60;
maxCargoAngleY=+120;

type=2;
//threat[] VSoft, VArmor, VAir
threat[]={0.3, 1, 0.4};

typicalCargo[]={SoldierWPilot,SoldierWPilot, SoldierWAT, SoldierWAT};
// cargoIsCoDriver[] = {false,false,false,false,true}; Enable copilot
weapons[]={};
magazines[]={};
transportMaxMagazines = 150;
transportMaxWeapons = 30;
forceHideDriver = true;
castDriverShadow = true;
    castCargoShadow = true;
//hideProxyInCombat=true;
class Library
{
  libTextDesc = $STR_LIB_UH60;
};
dammageHalf[]=
{
"\ca\air\data\UH60_skla_CA.paa,\ca\air\data\UH60_sklabr1_CA.paa",
"\ca\air\data\UH60_skla_CA.paa,\ca\air\data\UH60_sklabr1_CA.paa"
};
dammageFull[]=
{
"\ca\air\data\UH60_skla_CA.paa,\ca\air\data\UH60_sklabr2_CA.paa",
"\ca\air\data\UH60_skla_CA.paa,\ca\air\data\UH60_sklabr2_CA.paa"
};
class Damage
{
tex[]={};
mat[]={
"ca\air\data\materialy\uh60_01.rvmat",
"ca\air\data\materialy\uh60_01.rvmat",
"ca\air\data\materialy\uh60_01_destruct.rvmat",
"ca\air\data\materialy\uh60_02.rvmat",
"ca\air\data\materialy\uh60_02.rvmat",
"ca\air\data\materialy\uh60_02_destruct.rvmat",
"ca\air\data\materialy\uh60_03.rvmat",
"ca\air\data\materialy\uh60_03.rvmat",
"ca\air\data\materialy\uh60_03_destruct.rvmat",
"ca\air\data\materialy\uh60_04.rvmat",
"ca\air\data\materialy\uh60_04.rvmat",
"ca\air\data\materialy\uh60_04_destruct.rvmat"
};
};
class Turrets //Turrets : Turrets
{
class MainTurret: NewTurret //Left Doorgun //MainTurret: MainTurret
{
body = "mainTurret";
gun = "mainGun";
minElev=-80; maxElev=+25; initElev=-80;
minTurn=30; maxTurn=150; initTurn=90;
soundServo[]={,db-40,1.0};

gunBeg = "muzzle_1";
gunEnd = "chamber_1";
weapons[]={M134};
magazines[]={2000Rnd_762x51_M134};
gunnerName = $STR_POSITION_CREWCHIEF;
gunnerOpticsModel = "\ca\weapons\optika_empty";
gunnerOutOpticsShowCursor = 1;
gunnerOpticsShowCursor = 1;
gunnerAction = UH60_Gunner;
gunnerInAction = UH60_Gunner;
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: MainTurret
{
body = "Turret_2";
gun = "Gun_2";
animationSourceBody = "Turret_2";
animationSourceGun = "Gun_2";
animationSourceHatch = "";
selectionFireAnim = "zasleh_1";

proxyIndex = 2;
gunnerName = $STR_POSITION_DOORGUNNER;
commanding = -2;

minTurn=-150; maxTurn=-30; initTurn=-90;
weapons[]= {M134_2};

gunBeg = "muzzle_2"; //gunBeg = endpoint of the gun
gunEnd = "chamber_2"; //gunEnd = chamber of the gun

primaryGunner = 0;

memoryPointGun = "machinegun_2";
memoryPointGunnerOptics= "gunnerview_2";
};
};
class AnimationSources: AnimationSources
{
class Gatling_1
{
source = "reload";
weapon = M134;
};
class Gatling_2
{
source = "reload";
weapon = M134_2;
};
};
class Reflectors
{
class Left
{
color[] = {0.8, 0.8, 1.0, 1.0};
ambient[] = {0.07, 0.07, 0.07, 1.0};
position = "L svetlo";
direction = "konec L svetla";
hitpoint = "L svetlo";
selection = "L svetlo";
size = 1;
brightness = 1.0;
};
class Right
{
color[] = {0.8, 0.8, 1.0, 1.0};
ambient[] = {0.07, 0.07, 0.07, 1.0};
position = "P svetlo";
direction = "konec P svetla";
hitpoint = "P svetlo";
selection = "P svetlo";
size = 1;
brightness = 1.0;
};
};
};

class chile_uh_60: chile_uh_60mg
{
model="\chile_chopos_BIS\chile_uh_60";
picture = "\ca\air\data\ico\uh_60_CA.paa";
Icon="\ca\air\data\map_ico\icomap_uh60_CA.paa";
mapSize = 14;
displayName="AH-60 FFAR";
accuracy = 1000;
showgunneroptics = false;
weapons[]={FFARLauncher};
magazines[]={38Rnd_FFAR};
hasGunner = false;
gunnerUsesPilotView = true;
dammageHalf[]=
{
"\ca\air\data\UH60_skla_CA.paa,\ca\air\data\UH60_sklabr1_CA.paa",
"\ca\air\data\UH60_skla_CA.paa,\ca\air\data\UH60_sklabr1_CA.paa"
};
dammageFull[]=
{
"\ca\air\data\UH60_skla_CA.paa,\ca\air\data\UH60_sklabr2_CA.paa",
"\ca\air\data\UH60_skla_CA.paa,\ca\air\data\UH60_sklabr2_CA.paa"
};
class Damage
{
tex[]={};
mat[]={
"ca\air\data\materialy\uh60_01.rvmat",
"ca\air\data\materialy\uh60_01.rvmat",
"ca\air\data\materialy\uh60_01_destruct.rvmat",
"ca\air\data\materialy\uh60_02.rvmat",
"ca\air\data\materialy\uh60_02.rvmat",
"ca\air\data\materialy\uh60_02_destruct.rvmat",
"ca\air\data\materialy\uh60_03.rvmat",
"ca\air\data\materialy\uh60_03.rvmat",
"ca\air\data\materialy\uh60_03_destruct.rvmat",
"ca\air\data\materialy\uh60_04.rvmat",
"ca\air\data\materialy\uh60_04.rvmat",
"ca\air\data\materialy\uh60_04_destruct.rvmat"
};
};
class Turrets {};
};

class chile_ah6: Helicopter //class chile_ah6: Helicopter
{
scope = public;
model = "\chile_chopos_BIS\chile_ah6";
picture = "\ca\air\data\ico\ah6_lb_CA.paa";
Icon="\ca\air\data\map_ico\icomap_ah6_lb_CA.paa";
mapSize = 9;
nameSound = "chopper";
displayName = "AH-6";
vehicleClass = "chile_chopos";
side = 2;

memoryPointGun = "machinegun";
transportSoldier = 1;
hasGunner = 0;
crew = SoldierWPilot;

accuracy=0.02;
camouflage=60;
audible=20;
occludeSoundsWhenIn = db-5;
obstructSoundsWhenIn = db-10;


weapons[] = {FFARLauncher,TwinM134};
magazines[] = {14Rnd_FFAR,4000Rnd_762x51_M134};

driverAction = AH6_Pilot;
cargoIsCoDriver[] = {true};
cargoAction[] = {AH6_Gunner};

gunnerUsesPilotView = true;
castCargoShadow=true;
extCameraPosition[]={0,2,-15};

//minMainRotorDive = -7;
//maxMainRotorDive = 5;

maxSpeed = 235;
class Turrets {};
class ViewOptics
{
initAngleX = 0; minAngleX = -30; maxAngleX = 30;
initAngleY = 0; minAngleY = -86; maxAngleY = 86;
initFov = 0.1; minFov = 0.03; maxFov = 1.2;
};

soundEngine[]={"\ca\air\Data\Sound\AH6_engine_v3",db28,1};
soundGetIn[]={"\ca\air\Data\Sound\heli_door2",db-20,1};
soundGetOut[]={"\ca\air\Data\Sound\heli_door2",db-20,1};
armor = 25;
damageResistance = 0.01039;
cost = 10000000;

typicalCargo[]={SoldierWPilot,SoldierWPilot};

threat[] = {0.6, 0.6, 0.3};

dammageHalf[]=
{
"\ca\air\data\mh6_skla_ca.paa", "\ca\air\data\mh6_sklabr1_ca.paa",
"\ca\air\data\mh6_skla_ca.paa", "\ca\air\data\mh6_sklabr1_ca.paa"
};
dammageFull[]=
{
"\ca\air\data\mh6_skla_ca.paa", "\ca\air\data\mh6_sklabr2_ca.paa",
"\ca\air\data\mh6_skla_ca.paa", "\ca\air\data\mh6_sklabr2_ca.paa"
};
class AnimationSources: AnimationSources
{
class MachineGun
{
source = "reload";
weapon = TwinM134;
};
};
class Damage
{
tex[]={};
mat[]={
"ca\air\data\materialy\mh6_console.rvmat",
"ca\air\data\materialy\mh6_console.rvmat",
"ca\air\data\materialy\mh6_console_destruct.rvmat",
"ca\air\data\materialy\mh6_body.rvmat",
"ca\air\data\materialy\mh6_body.rvmat",
"ca\air\data\materialy\mh6_body_destruct.rvmat",
"ca\air\data\materialy\ah6_zbrane.rvmat",
"ca\air\data\materialy\ah6_zbrane.rvmat",
"ca\air\data\materialy\ah6_zbrane_destruct.rvmat",
"ca\air\data\materialy\mh6_interier.rvmat",
"ca\air\data\materialy\mh6_interier.rvmat",
"ca\air\data\materialy\mh6_interier_destruct.rvmat"
};
};
class Library
{
  libTextDesc = $STR_LIB_AH6;
};
};

class chile_ah6_lb_sp: chile_ah6
{
crew = SoldierGPilot;
model = "\chile_chopos_BIS\chile_ah6_lb_sp";
picture = "\ca\air\data\ico\ah6_lb_sp_CA.paa";
Icon="\ca\air\data\map_ico\icomap_ah6_lb_CA.paa";
mapSize = 9;
displayName = "AH-6 RACS";
typicalCargo[]={SoldierGPilot};
dammageHalf[]=
{
"\ca\air\data\mh6_skla_ca.paa", "\ca\air\data\mh6_sklabr1_ca.paa",
"\ca\air\data\mh6_skla_ca.paa", "\ca\air\data\mh6_sklabr1_ca.paa"
};
dammageFull[]=
{
"\ca\air\data\mh6_skla_ca.paa", "\ca\air\data\mh6_sklabr2_ca.paa",
"\ca\air\data\mh6_skla_ca.paa", "\ca\air\data\mh6_sklabr2_ca.paa"
};
class Damage
{
tex[]={};
mat[]={
"ca\air\data\materialy\mh6_console.rvmat",
"ca\air\data\materialy\mh6_console.rvmat",
"ca\air\data\materialy\mh6_console_destruct.rvmat",
"ca\air\data\materialy\mh6_body.rvmat",
"ca\air\data\materialy\mh6_body.rvmat",
"ca\air\data\materialy\mh6_body_destruct.rvmat",
"ca\air\data\materialy\ah6_zbrane.rvmat",
"ca\air\data\materialy\ah6_zbrane.rvmat",
"ca\air\data\materialy\ah6_zbrane_destruct.rvmat",
"ca\air\data\materialy\mh6_interier.rvmat",
"ca\air\data\materialy\mh6_interier.rvmat",
"ca\air\data\materialy\mh6_interier_destruct.rvmat"
};
};
};

class chile_mh6_lb: chile_ah6
{
displayName = "MH-6";
model = "\chile_chopos_BIS\chile_mh6_lb";
picture = "\ca\air\data\ico\mh6_lb_CA.paa";
Icon="\ca\air\data\map_ico\icomap_mh6_lb_CA.paa";
mapSize = 9;
weapons[] = {};
magazines[] = {};
transportSoldier = 5;
typicalCargo[]={SoldierWPilot,SoldierWPilot,SoldierWAT, SoldierWAT};
cargoAction[] =
{
AH6_Gunner,MH6_Cargo01,MH6_Cargo02,MH6_Cargo02,MH6_Cargo02,MH6_Cargo03
};
ejectDeadCargo = true;
cargoIsCoDriver[] = {true,false,false,false,false};
class Library
{
  libTextDesc = $STR_LIB_MH6;
};
dammageHalf[]=
{
"\ca\air\data\mh6_skla_ca.paa", "\ca\air\data\mh6_sklabr1_ca.paa",
"\ca\air\data\mh6_skla_ca.paa", "\ca\air\data\mh6_sklabr1_ca.paa"
};
dammageFull[]=
{
"\ca\air\data\mh6_skla_ca.paa", "\ca\air\data\mh6_sklabr2_ca.paa",
"\ca\air\data\mh6_skla_ca.paa", "\ca\air\data\mh6_sklabr2_ca.paa"
};
class Damage
{
tex[]={};
mat[]={
"ca\air\data\materialy\mh6_console.rvmat",
"ca\air\data\materialy\mh6_console.rvmat",
"ca\air\data\materialy\mh6_console_destruct.rvmat",
"ca\air\data\materialy\mh6_body.rvmat",
"ca\air\data\materialy\mh6_body.rvmat",
"ca\air\data\materialy\mh6_body_destruct.rvmat",
"ca\air\data\materialy\mh6_interier.rvmat",
"ca\air\data\materialy\mh6_interier.rvmat",
"ca\air\data\materialy\mh6_interier_destruct.rvmat"
};
};
};

class chile_mh6_lb_sp: chile_mh6_lb
{
crew = SoldierGPilot;
model = "\chile_chopos_BIS\chile_mh6_lb_sp";
picture = "\ca\air\data\ico\mh6_lb_sp_CA.paa";
Icon="\ca\air\data\map_ico\icomap_mh6_lb_CA.paa";
mapSize = 9;
displayName = "MH-6 RACS";
typicalCargo[]={SoldierGPilot,SoldierGPilot, SoldierGAT, SoldierGAT};
dammageHalf[]=
{
"\ca\air\data\mh6_skla_ca.paa", "\ca\air\data\mh6_sklabr1_ca.paa",
"\ca\air\data\mh6_skla_ca.paa", "\ca\air\data\mh6_sklabr1_ca.paa"
};
dammageFull[]=
{
"\ca\air\data\mh6_skla_ca.paa", "\ca\air\data\mh6_sklabr2_ca.paa",
"\ca\air\data\mh6_skla_ca.paa", "\ca\air\data\mh6_sklabr2_ca.paa"
};
class Damage
{
tex[]={};
mat[]={
"ca\air\data\materialy\mh6_console.rvmat",
"ca\air\data\materialy\mh6_console.rvmat",
"ca\air\data\materialy\mh6_console_destruct.rvmat",
"ca\air\data\materialy\mh6_body.rvmat",
"ca\air\data\materialy\mh6_body.rvmat",
"ca\air\data\materialy\mh6_body_destruct.rvmat",
"ca\air\data\materialy\mh6_interier.rvmat",
"ca\air\data\materialy\mh6_interier.rvmat",
"ca\air\data\materialy\mh6_interier_destruct.rvmat"
};
};
};
};

I think the error will be on CfgVehicleClasses, because on the Independet side doesn't show me that class and the choppers doesn't displayed.

Here you can download the binarized pbo. Download


#EDIT: Fixed your tags to 'code' instead of 'spoiler'..    h-
« Last Edit: 05 Sep 2008, 15:03:36 by h- »

Offline Gnat

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  • Administrator
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  • I Bite!
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Re: Choppers don't want show.
« Reply #1 on: 05 Sep 2008, 16:54:34 »
1) You are re-defining a BIS base class called Helicopter
You shouldnt be doing that.

Trying starting like this
class CfgVehicles
{
   class Helicopter;
   class ChileMyBase: Helicopter
   {
   type = 0;   
   class NewTurret;
      class ViewPilot;
   };
   class chile_uh_60mg: ChileMyBase //chile_uh_60mg: Helicopter
   {
...........
..........


NOTE: type scope
#define private 0
#define protected 1
#define public 2


2) Where is your MODEL.CFG ?
The errors in chile_chopos_bis.log suggest you model.cfg file is a problem.

Offline Fabiantronc

  • Members
  • *
Re: Choppers don't want show.
« Reply #2 on: 06 Sep 2008, 00:50:42 »
you are my heroe Gnat  :good:
Work fine and everything it's ok, just my choppers sound like the default BIS and I'm using Fromz sound mod. But that it's not a big problem.

here it's my model.cfg

Code: [Select]
class CfgSkeletons
{
 class Default;
 class Vehicle;
 class Helicopter: Vehicle
{
skeletonInherit="Vehicle";
skeletonBones[]=
{
"velka vrtule",
"",
"mala vrtule",
"",
"otocvez",
"",
"otochlaven",
"otocvez",
"alt",
"",
"alt2",
"",
"nm_alt",
"",
"nm_alt2",
"",
"mph",
"",
"mph2",
"",
"vert_speed",
"",
"vert_speed2",
"",
"rpm",
"",
"rpm2",
"",
"horizont_dive",
"",
"horizont",
"horizont_dive",
"horizont2_dive",
"",
"horizont2",
"horizont2_dive",
"kompas",
"",
"kompas2",
"",
"hodinova",
"",
"hodinova2",
"",
"minutova",
"",
"minutova2",
"",
"damageHide",
"",
"rotorShaft",
""
};
};
class chile_UH_60Skeleton: Helicopter //class chile_UH_60Skeleton: Helicopter
{
skeletonInherit="Helicopter"; //skeletonInherit="Helicopter";
skeletonBones[]=
{
"dampers",
"",
"damper_rear",
"",
"elevator",
"",
"horizont_dive",
"",
"horizont_dive2",
""
};
};
class chile_UH_60MGSkeleton: chile_UH_60Skeleton
{
skeletonInherit="chile_UH_60Skeleton";
skeletonBones[]=
{
"gatling_1",
"otochlaven",
"otocvez_1",
"",
"otochlaven_1",
"otocvez_1",
"gatling_2",
"otochlaven_1"
};
};
class chile_ah6Skeleton: Helicopter //class chile_ah6Skeleton: Helicopter
{
skeletonInherit="Helicopter"; //skeletonInherit="Helicopter";
skeletonBones[]=
{
"gatling_1",
"",
"gatling_2",
""
};
};
};
class Rotation
{
 type = "rotation";
 memory = 1;
 minValue = 0;
 maxValue = 1;
 angle0 = 0;
 angle1 = 1;
};
class CfgModels
{
 class Default;
 class Vehicle;
 class Helicopter: Vehicle
{
sectionsInherit="Vehicle";
sections[]=
{
"sklo predni p",
"sklo predni l",
"velka vrtule staticka",
"velka vrtule blur",
"mala vrtule staticka",
"mala vrtule blur",
"trup",
"motor",
"elektronika",
"mala vrtule",
"velka vrtule",
"munice",
"zbran",
"vez",
"podsvit pristroju",
"zasleh"
};
skeletonName="Helicopter";
class Animations
{
class damageHide
{
type="hide";
source="damage";
selection="damageHide";
};
class IndicatorAltRadar: Rotation
{
source="altRadar";
sourceAddress="loop";
selection="alt";
axis="osa_alt";
memory=0;
maxValue=304;
angle1="rad -360";
};
class IndicatorAltRadar2: IndicatorAltRadar
{
selection="alt2";
axis="osa_alt2";
};
class IndicatorAltBaro: Rotation
{
source="altBaro";
selection="nm_alt";
axis="osa_nm_alt";
memory="false";
maxValue=61;
angle1="rad -180";
};
class IndicatorAltBaro2: IndicatorAltBaro
{
selection="nm_alt2";
axis="osa_nm_alt2";
};
class IndicatorSpeed: Rotation
{
source="speed";
selection="mph";
axis="osa_mph";
memory="false";
maxValue=125;
angle1="rad -320";
};
class IndicatorSpeed2: IndicatorSpeed
{
selection="mph2";
axis="osa_mph2";
};
class IndicatorVertSpeed: Rotation
{
source="vertSpeed";
selection="vert_speed";
axis="osa_vert_speed";
memory=0;
minValue=-30.000000;
maxValue=30.000000;
angle1=-5.235988;
};
class IndicatorVertSpeed2: IndicatorVertSpeed
{
selection="vert_speed2";
axis="osa_vert_speed2";
memory=0;
};
class IndicatorRPM: Rotation
{
source="rpm";
selection="rpm";
axis="osa_rpm";
memory="false";
maxValue=12;
angle1="rad -320";
};
class IndicatorRPM2: IndicatorRPM
{
selection="rpm2";
axis="osa_rpm2";
};
class IndicatorCompass: Rotation
{
source="direction";
selection="kompas";
axis="osa_kompas";
memory=0;
minValue=-3.141590;
maxValue=3.141590;
angle0=3.141593;
angle1=-3.141593;
};
class IndicatorCompass2: IndicatorCompass
{
selection="kompas2";
axis="osa_kompas2";
};
class WatchHour: Rotation
{
source="clockHour";
selection="hodinova";
axis="osa_time";
memory="false";
angle1="rad -360";
};
class WatchHour2: WatchHour
{
selection="hodinova2";
axis="osa_time2";
};
class WatchMinute: Rotation
{
source="clockMinute";
selection="minutova";
axis="osa_time";
memory="false";
angle1="rad -360";
};
class WatchMinute2: WatchMinute
{
selection="minutova2";
axis="osa_time2";
};
class HRotor: Rotation
{
source="rotorH";
selection="velka vrtule";
axis="velka osa";
angle1="2 * 3.1415926536";
};
class RotorShaft: HRotor
{
selection="RotorShaft";
};
class VRotor: Rotation
{
source="rotorV";
selection="mala vrtule";
axis="mala osa";
angle1="2 * 3.1415926536";
};
class HorizonBank
{
type="rotationZ";
source="horizonBank";
selection="horizont";
axis="osa_horizont";
memory="false";
minValue="rad -360";
maxValue="rad +360";
angle0="rad -360";
angle1="rad +360";
};
class HorizonDive
{
type="rotationX";
source="horizonDive";
selection="horizont_dive";
axis="osa_horizont";
memory=0;
minValue="rad -360";
maxValue="rad +360";
angle0="rad -360";
angle1="rad +360";
};
class Horizon2Bank: HorizonBank
{
selection="horizont2";
axis="osa_horizont2";
};
class Horizon2Dive: HorizonDive
{
selection="horizont2_dive";
axis="osa_horizont2";
};
class RotorHDive
{
selection="velka vrtule";
axis="predni osa naklonu";
type="rotationX";
source="rotorHDive";
minValue="rad -90";
maxValue="rad +90";
angle0="rad -90";
angle1="rad +90";
animPeriod=0;
};
class mala_vrtule_damage: damageHide
{
selection="mala vrtule";
};
class velka_vrtule_damage: damageHide
{
selection="velka vrtule";
};
class rotorShaft_damage: damageHide
{
selection="rotorShaft";
};
};
};

class chile_uh_60: Helicopter //class chile_uh_60: Helicopter
{
skeletonName="chile_UH_60Skeleton";
sectionsInherit="Helicopter"; //sectionsInherit="Helicopter";
sections[]={};
class Animations: Animations
{
class IndicatorSpeed: IndicatorSpeed
{
maxValue=50.000000;
angle0=0.261799;
angle1=5.759586;
};
class IndicatorSpeed2: IndicatorSpeed2
{
maxValue=50.000000;
angle0=0.261799;
angle1=5.759586;
};
class dampers: Rotation
{
source="altRadar";
selection="dampers";
axis="dampers_axis";
maxValue=0.400000;
angle0=-0.087266;
angle1=-0.296706;
};
class dampers_rear: dampers
{
selection="damper_rear";
axis="damper_rear_axis";
angle0=0.000000;
};
class elevator: Rotation
{
source="speed";
selection="elevator";
axis="elevator_axis";
minValue=25.000000;
maxValue=27.799999;
angle0=-0.523599;
angle1=0.000000;
};
class IndicatorVertSpeed2: IndicatorVertSpeed2
{
type="rotation";
source="vertSpeed";
selection="vert_speed2";
axis="osa_vert_speed2";
memory=0;
minValue=-30.000000;
maxValue=30.000000;
angle0=3.141593;
angle1=-3.141593;
};
class IndicatorVertSpeed: IndicatorVertSpeed
{
type="rotation";
source="vertSpeed";
selection="vert_speed";
axis="osa_vert_speed";
memory=0;
minValue=-30.000000;
maxValue=30.000000;
angle0=3.141593;
angle1=-3.141593;
};
class IndicatorAltBaro: IndicatorAltBaro
{
type="rotation";
source="altBaro";
selection="nm_alt";
axis="osa_nm_alt";
memory=0;
minValue=30.000000;
maxValue=61.000000;
angle0=0.000000;
angle1=6.108653;
};
class IndicatorAltBaro2: IndicatorAltBaro2
{
type="rotation";
source="altBaro";
selection="nm_alt2";
axis="osa_nm_alt2";
memory=0;
minValue=30.000000;
maxValue=61.000000;
angle0=0.000000;
angle1=6.108653;
};
class IndicatorAltRadar: IndicatorAltRadar
{
type="rotation";
source="altRadar";
selection="alt";
axis="osa_alt";
memory=0;
minValue=0.000000;
maxValue=304.000000;
angle0=-2.268928;
angle1=4.363323;
};
class IndicatorAltRadar2: IndicatorAltRadar2
{
angle0=-2.268928;
angle1=4.363323;
};
class elevator_damage: damageHide
{
selection="elevator";
};
class HorizonDive: HorizonDive
{
angle0=-6.283185;
angle1=6.283185;
};
};
};

class chile_uh_60mg: chile_uh_60
{
sectionsInherit="chile_uh_60";
sections[]=
{
"zasleh_1"
};
skeletonName="chile_UH_60MGSkeleton";
class Animations: Animations
{
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 Turret_2: MainTurret
{
source="Turret_2";
selection="OtocVez_1";
axis="OsaVeze_1";
};
class Gun_2: MainGun
{
source="Gun_2";
selection="OtocHlaven_1";
axis="OsaHlavne_1";
};
class MachineGun_1: Rotation
{
selection="gatling_1";
axis="gatling_1_axis";
angle1="-600 * 3.141592654";
source="Gatling_1";
};
class MachineGun_2: MachineGun_1
{
selection="gatling_2";
axis="gatling_2_axis";
source="Gatling_2";
};
class otocvez_damage: damageHide
{
selection="otocvez";
};
class otocvez_1_damage: damageHide
{
selection="otocvez_1";
};
};
};

class chile_ah6: Helicopter //class chile_ah6: Helicopter
{
skeletonName="chile_ah6Skeleton";
class Animations: Animations
{
class IndicatorRPM: IndicatorRPM
{
angle0=2.094395;
angle1=-2.094395;
};
class IndicatorSpeed: IndicatorSpeed
{
angle1=-5.061455;
};
class IndicatorVertSpeed
{
type="rotation";
source="vertSpeed";
selection="vert_speed";
axis="osa_vert_speed";
memory=0;
minValue=-30.000000;
maxValue=30.000000;
angle0=3.141593;
angle1=-3.141593;
};
class IndicatorAltRadar: IndicatorAltRadar
{
type="rotation";
source="altRadar";
selection="alt";
axis="osa_alt";
memory=0;
minValue=0.000000;
maxValue=304.000000;
angle0=0.000000;
angle1=-6.283185;
};
class gatling_rotation: Rotation
{
source="MachineGun";
selection="gatling_1";
axis="gatling_1_axis";
angle1=-1884.955566;
};
class gatling_2_rotation: gatling_rotation
{
selection="gatling_2";
axis="gatling_2_axis";
};
class gatling_1_damage: damageHide
{
selection="gatling_1";
};
class gatling_2_damage: damageHide
{
selection="gatling_2";
};
class HorizonBank
{
type="rotation";
source="horizonBank";
selection="horizont";
axis="osa_horizont_Bank";
memory=1;
minValue="rad -360";
maxValue="rad +360";
angle0="rad -360";
angle1="rad +360";
};
class HorizonDive
{
type="rotation";
source="horizonDive";
selection="horizont_dive";
axis="osa_horizont_Dive";
memory=1;
minValue="rad -360";
maxValue="rad +360";
angle0="rad -360";
angle1="rad +360";
};
};
};

class chile_ah6_lb_sp: chile_ah6
{
};
class chile_mh6_lb: chile_ah6
{
};
class chile_mh6_lb_sp: chile_ah6
{
};
};

Offline Gnat

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Re: Choppers don't want show.
« Reply #3 on: 06 Sep 2008, 02:18:28 »
OK, no prob. wasnt sure you even had a model.cfg :)

Offline Fabiantronc

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Re: Choppers don't want show.
« Reply #4 on: 06 Sep 2008, 07:54:52 »
Hi again.

I tested the choppers and I noticed than the 2 side MG of the UH-60 doesn't move and when I enter as a machinegunner the helicopter turn in the engine but I can fire the weapon.
I uploaded again the entire pbo if you want testing it.
Here it's a video.
http://es.youtube.com/watch?v=Cn8CkqMKuLw

and Download Here the pbo.

Offline Gnat

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Re: Choppers don't want show.
« Reply #5 on: 06 Sep 2008, 08:15:10 »
You have probably missed defining the turrets and animation in the model.cfg
example from BIS files;
Quote
   class UH60Skeleton: Helicopter
   {
      skeletonInherit="Helicopter";
      skeletonBones[]=
      {
         "dampers",
         "",
         "damper_rear",
         "",
         "elevator",
         "",
         "horizont_dive",
         "",
         "horizont_dive2",
         ""
      };
   };
   class UH60MGSkeleton: UH60Skeleton
   {
      skeletonInherit="UH60Skeleton";
      skeletonBones[]=
      {
         "gatling_1",
         "otochlaven",
         "otocvez_1",
         "",
         "otochlaven_1",
         "otocvez_1",
         "gatling_2",
         "otochlaven_1"
      };
   };

Quote
   class uh_60mg: uh_60
   {
      sectionsInherit="uh_60";
      sections[]=
      {
         "zasleh_1"
      };
      skeletonName="UH60MGSkeleton";
      class Animations: Animations
      {
         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 Turret_2: MainTurret
         {
            source="Turret_2";
            selection="OtocVez_1";
            axis="OsaVeze_1";
         };
         class Gun_2: MainGun
         {
            source="Gun_2";
            selection="OtocHlaven_1";
            axis="OsaHlavne_1";
         };
         class MachineGun_1: Rotation
         {
            selection="gatling_1";
            axis="gatling_1_axis";
            angle1="-600 * 3.141592654";
            source="Gatling_1";
         };
         class MachineGun_2: MachineGun_1
         {
            selection="gatling_2";
            axis="gatling_2_axis";
            source="Gatling_2";
         };
         class otocvez_damage: damageHide
         {
            selection="otocvez";
         };
         class otocvez_1_damage: damageHide
         {
            selection="otocvez_1";
         };
      };
   };

Offline Fabiantronc

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Re: Choppers don't want show.
« Reply #6 on: 06 Sep 2008, 09:19:06 »
yes, I have the same model.cfg and it doesn't work.