...wheelCircumference=1;And the snippets do their "_this animate that" job .
class Animations
{
class myAnim1 / /it's your name for the anim'
{
type="rotation"; // only one referenced type, the rotation type.
animPeriod=0.3; // time for the anim
selection="sel_mySelection1"; // selection for animated object in visible lods
axis="axe_myAnim1"; // axis defined in P3D memory Lod
angle0=0; //for myAnim1, state "0" angle. Begin of the anim or anim at rest.
angle1=-0.6; //maybe one can define angle2, angle3, etc... Dunno.
};
class myAnim2
{
type="rotation";
animPeriod=0.7;
selection="sel_mySelection2";
axis="axe_myAnim2";
angle0=0;
angle1=6.283162;
};
class myAnim3
{
type="rotation";
animPeriod=0.2;
selection="sel_mySelection3";
axis="axe_myAnim3";
angle0=0;
angle1=2;
};
};
class UserActions
{
class myAction1
{
displayName = "Action 1";
position = "area_myActions";
radius = 1;
condition = "damage this < 0.2 and player in this";
statement = "[this] exec ""\My_Addon\myScript1.sqs""";
};
class myAction2
{
displayName="Action 2"; // name for action menu that appear on-screen
position="area_myActions"; // memory point for availability of the action
radius=1; // "size" of the memory point, or range of it
condition="this animationPhase ""myAanim2"" <= 0.9 and player in this";
statement="[this] exec ""\My_Addon\myScript2.sqs""";
};
class myAction2Opposite
{
displayName="Action 2 bis";
position="area_myActions";
radius=1;
condition="this animationPhase ""myAnim2"" > 0.9 and player in this";
statement="[this] exec ""\My_Addon\myScrip2Opposite.sqs""";
};
class myAnim3
{
displayName="Action 3";
position="area_myActions";
radius=1;
condition="player in this";
statement="[this] exec ""\My_Addon\myScript3.sqs""";
};
//these two last one doesn't contain "_this animate that" lines.
class myAction4
{
displayName = "Action 4";
position = "Area_myActions";
radius = 3;
condition = "damage this < 0.8 and player in this";
statement = "[this] exec ""\My_Addon\myScript4.sqs""";
};
class myAction5
{
displayName = "Action 5";
position = "Area_myActions";
radius = 3;
condition = "damage this < 0.1";
statement = "[this] exec ""\My_Addon\myScript5.sqs""";
};
};
soundEngine[]=...
class myAction2
{
condition="this animationPhase ""myAanim2"" <= 0.9 and player in this";
class myAction2Opposite
statement="[this] exec ""\My_Addon\myScrip2Opposite.sqs""";
class Animations
{
class Door_tsd
{
type="rotation";
animPeriod=0.5
selection="door_sd";
axis="axis_side";
angle0=0
angle1=-1.500000;
};
class Door_tbk
{
type="rotation";
animPeriod=0.5
selection="door_bk";
axis="axis_door";
angle0=0
angle1=-2.000000;
};
class Door_mll
{
type="rotation";
animPeriod=9.2;
selection="door_ll";
axis="axis_gate_ll";
angle0=0;
angle1=-0.08;
};
class Door_mlp
{
type="rotation";
animPeriod=9.2;
selection="door_lp";
axis="axis_gate_lp";
angle0=0;
angle1=-0.11;
};
class Door_mpl
{
type="rotation";
animPeriod=9.2;
selection="door_pl";
axis="axis_gate_pl";
angle0=0;
angle1=0.11;
};
class Door_mpp
{
type="rotation";
animPeriod=9.2;
selection="door_pp";
axis="axis_gate_pp";
angle0=0;
angle1=0.08;
};
class Door_mll2
{
type="rotation";
animPeriod=9.2;
selection="door_ll2";
axis="axis_gate_ll2";
angle0=0;
angle1=-0.08;
};
class Door_mlp2
{
type="rotation";
animPeriod=9.2;
selection="door_lp2";
axis="axis_gate_lp2";
angle0=0;
angle1=-0.11;
};
class Door_mpl2
{
type="rotation";
animPeriod=9.2;
selection="door_pl2";
axis="axis_gate_pl2";
angle0=0;
angle1=0.11;
};
class Door_mpp2
{
type="rotation";
animPeriod=9.2;
selection="door_pp2";
axis="axis_gate_pp2";
angle0=0;
angle1=0.08;
};
class HAS2LightsAnim
{
type="rotation";
animperiod=0.0001;
selection="HAS2Lights";
axis="axis_HAS2Lights";
angle0=0;
angle1=3.14;
};
};
class UserActions
{
class OpenDoors1
{
displayName="Open Door";
position="axis_door";
radius=3.5;
condition="this animationPhase ""Door_tbk"" < 0.5";
statement="this say ""ds_AGS_soundWDOpen""; this animate [""Door_tbk"", 1];";
};
class CloseDoors1
{
displayName="Close Door";
position="axis_door";
radius=3.5;
condition="this animationPhase ""Door_tbk"" >= 0.5";
statement="this say ""ds_AGS_soundWDClose""; this animate [""Door_tbk"", 0];";
};
class OpenDoors2
{
displayName="Open Door";
position="axis_side";
radius=3.5;
condition="this animationPhase ""Door_tsd"" < 0.5";
statement="this say ""ds_AGS_soundWDOpen""; this animate [""Door_tsd"", 1];";
};
class CloseDoors2
{
displayName="Close Door";
position="axis_side";
radius=3.5;
condition="this animationPhase ""Door_tsd"" >= 0.5";
statement="this say ""ds_AGS_soundWDClose""; this animate [""Door_tsd"", 0];";
};
class OpenGate1
{
displayName="Open HAS Front Doors";
position="pos_gate";
radius=20;
condition="this animationPhase ""Door_mll"" < 0.5";
statement="this say ""ds_AGS_soundHDoor""; this animate [""Door_mll"", 1]; this animate [""Door_mlp"", 1]; this animate [""Door_mpl"", 1]; this animate [""Door_mpp"", 1];";
};
class CloseGate1
{
displayName="Close HAS Front Doors";
position="pos_gate";
radius=20;
condition="this animationPhase ""Door_mll"" >= 0.5";
statement="this say ""ds_AGS_soundHDoor""; this animate [""Door_mll"", 0]; this animate [""Door_mlp"", 0]; this animate [""Door_mpl"", 0]; this animate [""Door_mpp"", 0];";
};
class OpenGate2
{
displayName="Open HAS Back Doors";
position="pos_gate2";
radius=20;
condition="this animationPhase ""Door_mll2"" < 0.5";
statement="this say ""ds_AGS_soundHDoor""; this animate [""Door_mll2"", 1]; this animate [""Door_mlp2"", 1]; this animate [""Door_mpl2"", 1]; this animate [""Door_mpp2"", 1];";
};
class CloseGate2
{
displayName="Close HAS Back Doors";
position="pos_gate2";
radius=20;
condition="this animationPhase ""Door_mll2"" >= 0.5";
statement="this say ""ds_AGS_soundHDoor""; this animate [""Door_mll2"", 0]; this animate [""Door_mlp2"", 0]; this animate [""Door_mpl2"", 0]; this animate [""Door_mpp2"", 0];";
};
};
;ScriptAnim trick by PeacePunk
;get argument passed by the [this] lines in the Cpp:
_myObject = _this select 0
;Animate the object to full -to the "1" value
_myObject animate ["AnimFromCPP",1]
;wait
~0.4
;Go back to previous state -to the "0" value
_myObject animate ["AnimFromCPP",0]
;Gerrof
exit
Then in Named Properties add a new property called "Class" and give it the value "House".:PI don't understand this line, to put it simply. :P
class CfgModels
{
class Default {};
class Vehicle: Default{};
class Car: Vehicle{};
class YOURCAR: car
{
sectionsInherit="Vehicle";
sections[]=
{
"Named Selection1","Named Selection2","Named Selection3"
};
};
};