OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: Cpl. Vagabond on 29 Oct 2003, 21:05:30
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I've made my retreval ship but now i have a new problem, i made a variant that can carry light vehicles, but....once i put down the vehicle in the editor and click preview then the game goes straight to desktop and i don't know why, i think it's something to do with my model or my config, i don't think it's my config right now but something wrong with my model, what could be wrong with my model which would make it CTD?? i followed BRSSEB's tutorial and i can't see me missing anything
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Can you post us your addon or publish it online as a alpha-version?
Usualy, the "fade-to-desktop" ucurs when the game doesn't support your vehicle's settings on config.cpp; so, if you don't want to publish the whole addon, post, at least, your configuration file. ;)
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here's the config
//Retreival Ship made by cpl.vagabond
#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 private 0
#define protected 1
#define public 2
class CfgPatches
{
class vag_retship
{
units[] = {vag_rs,vag_rscargo};
weapons[] = {};
requiredVersion = 1.75;
};
};
class CfgVehicles
{
class All {};
class AllVehicles: All {};
class Air: AllVehicles {};
class Helicopter: Air {};
class UH60: Helicopter {};
class vag_rs: UH60
{
scope=public;
crew = SoldierWPilot;
side=TWest;
vehicleClass="SST - Vehicles";
displayName="Retrieval Ship";
enableSweep=1;
soundEngine[]={\vag_retship\engine.wav,db+20,1};
driverAction = ManActUH60Pilot;
gunnerAction = ManActUH60Pilot;
maxSpeed=450;
irTarget=1;
irScanRange=13000;
irScanGround=1;
hasDriver =1;
driverIsCommander=true;
typicalCargo[]={};
transportSoldier = 4;
hasGunner=1;
driverCanSee=CanSeeAll;
gunnerOpticsModel = "optika_heli_gunner";
getInRadius=10;
minFireTime=20;
armor=100;
armorGlass=0.100000;
armorEngine=0.900000;
cost=100000;
model="\vag_retship\rs.p3d";
animated=1;
class Animations
{
class door1
{
type="rotation";
animPeriod=5;
selection="door1";
axis="axisdoor1";
angle0=0;
angle1=1.6;
};
class door2
{
type="rotation";
animPeriod=5;
selection="door2";
axis="axisdoor2";
angle0=0;
angle1=-1.6;
};
class canopy
{
type="rotation";
animPeriod=5;
selection="canopy";
axis="axiscanopy";
angle0=0;
angle1=-1.0;
};
};
class UserActions
{
class Opendoor1
{
displayName="Lower Ramp";
position="pos_door1";
radius=8.000000;
condition="this animationPhase ""door1"" < 0.5";
statement="this animate [""door1"", 1]";
};
class Closedoor1
{
displayName="Raise Ramp";
position="pos_door1";
radius=8.000000;
condition="this animationPhase ""door1"" >= 0.5";
statement="this animate [""door1"", 0]";
};
class Opendoor2
{
displayName="Lower Ramp";
position="pos_door2";
radius=8.000000;
condition="this animationPhase ""door2"" < 0.5";
statement="this animate [""door2"", 1]";
};
class Closedoor2
{
displayName="Raise Ramp";
position="pos_door2";
radius=8.000000;
condition="this animationPhase ""door2"" >= 0.5";
statement="this animate [""door2"", 0]";
};
class Opencanopy
{
displayName="Open Canopy";
position="pos_canopy";
radius=8.000000;
condition="this animationPhase ""canopy"" < 0.5";
statement="this animate [""canopy"", 1]";
};
class Closecanopy
{
displayName="Close Canopy";
position="pos_canopy";
radius=8.000000;
condition="this animationPhase ""canopy"" >= 0.5";
statement="this animate [""canopy"", 0]";
};
};
};
class vag_rscargo: vag_rs
{
model="\vag_retship\vehship.p3d";
displayName="Retrieval Transport";
animated=1;
class Animations
{
class ramp
{
type="rotation";
animPeriod=10;
selection="ramp";
axis="axisramp";
angle0=0;
angle1=1.6;
};
class barrier
{
type="rotation";
animPeriod=5;
selection="barrier";
axis="axisbarrier";
angle0=0;
angle1=-1.6;
};
class canopy
{
type="rotation";
animPeriod=5;
selection="canopy";
axis="axiscanopy";
angle0=0;
angle1=-1.0;
};
};
class UserActions
{
class Openbarrier
{
displayName="Lower Barrier";
position="pos_barrier";
radius=8.000000;
condition="this animationPhase ""barrier"" < 0.5";
statement="this animate [""barrier"", 1]";
};
class Closebarrier
{
displayName="Raise Barrier";
position="pos_barrier";
radius=8.000000;
condition="this animationPhase ""barrier"" >= 0.5";
statement="this animate [""barrier"", 0]";
};
class Opencanopy
{
displayName="Open Canopy";
position="pos_canopy";
radius=8.000000;
condition="this animationPhase ""canopy"" < 0.5";
statement="this animate [""canopy"", 1]";
};
class Closecanopy
{
displayName="Close Canopy";
position="pos_canopy";
radius=8.000000;
condition="this animationPhase ""canopy"" >= 0.5";
statement="this animate [""canopy"", 0]";
};
};
};
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i seperated the two addons and wrote them both their own config and now everything works fine