OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: Pilot on 28 Nov 2004, 02:19:46
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I have been making an island for Ofp for the last year and a half. Everything is going well except for one thing. I have made several buildings for my island, and a few of them have animations defined in the config. When I place these buildings in the mission editor, the animations work. However, when I place them into the map using WRPTool, the animations don't work.
What do I need to do to get the animations to work when the buildings are placed in WRPTool?
-
I think the addon needs to be in ODOL format to work correctly with animations when placed in .wrp files.
I'm presuming your building addon is still in MLOD format, if so you may need to convert it to ODOL format with BIS's Binarize utility.
Hope that sorts your problem.
Planck
-
I have binarized my buildings, and to no avail
Thanks for the quick response!
-
Have you looked at the Commented Configs from BIS in case there is something missing from your config or even a selection not defined as it should be.
Planck
-
I'll check my config, but why would the animations work when the building is placed in the mission editor, and not when they are placed in WRPTool?
-
Strange things happen like that in OFP.
You could always post the config here for people to check for you.
Planck
-
Here is my config.
#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 Larsen
{
worlds[] = {"Larsen"};
units[] = {Tower, CTerminal, LTerminal, RTerminal, StraightTerminal, Apartment, Radar, BrickPath, ParkingLot, CastleWall, CastleWallDestroyed, CastleGate, CastleWallCorner, Shops, Concourse, Airport2};
requiredVersion = 1.85;
};
};
class CfgEnvSounds {};
class CfgWorlds
{
class DefaultWorld {};
class Larsen: DefaultWorld
{
access=3;
description="Larsen Island";
icon="\Larsen\Larsen.paa";
worldName="Larsen.wrp";
cutscenes[]={"..\Res\AddOns\Larsen\Larsen\intro"};
plateFormat=" ";
plateLetters="ABCDEFGHIJKLMNOPQRSTUVWXYZ";
startTime="00:00";
startDate="01/01/00";
startWeather=0;
startFog=0;
forecastWeather=0;
forecastFog=0;
ilsPosition[]={4225,1540};
ilsDirection[]={0, 0.122, 1};
ilsTaxiIn[]=
{
4625,950,
4625,1217,
4617,1225,
4283,1225,
4275,1233,
4275,1617,
4267,1625,
4230,1625,
4225,1617,
4225,1607,
4225,1597,
4225,1587,
};
ilsTaxiOff[]=
{
4225,1540,
4225,1133,
4228,1125,
4417,1125,
4425,1117,
4425,933,
4433,925,
4553,925,
4560,917,
4560,870,
4567,863,
4624,863,
4631,870,
4631,910,
};
seagullPos[]={0,0,0};
centerPosition[]={6000,1500,5000};
class Sounds
{
sounds[]={};
};
class Animation
{
vehicles[]={};
};
class Names
{
class Unknown
{
name="Unknown City";
position[]={6075,1050,20};
};
class UnknownIntlAirport
{
name="Unknown Airport";
position[]={4200,0925,10};
};
class WestCove
{
name="West Cove";
position[]={1200,4825,20};
};
class SaintMichael
{
name="Saint Michael";
position[]={417,1510,20};
};
};
};
};
class CfgWorldList
{
class Larsen{};
};
class CfgVehicles
{
class All{};
class Static: All{};
class Building: Static{};
class NonStrategic: Building{};
class Tower: NonStrategic
{
model="..\Res\AddOns\Larsen\TowerBalcony.p3d";
armor=1000;
scope=2;
displayName="Tower";
vehicleClass="Tom's Stuff";
ladders[]={ {"start1","end1"}, {"start2", "end2"} };
animated=1;
class Animations
{
class ani_beacon
{
angle0=0;
angle1="-20000 * 3.141592654";
multiplyer=20;
type="rotation";
animperiod=100000;
selection="beacon";
axis="beacon_axis"
};
};
class eventhandlers
{
init="(_this select 0) animate [""ani_beacon"", 1]";
};
};
class CTerminal: NonStrategic
{
model="..\Res\AddOns\Larsen\CTerminal.p3d";
armor=2000;
scope=2;
displayName="Center Terminal";
vehicleClass="Tom's Stuff";
};
class LTerminal: NonStrategic
{
model="..\Res\AddOns\Larsen\LTerminal.p3d";
armor=2000;
scope=2;
displayName="Left Terminal";
vehicleClass="Tom's Stuff";
};
class RTerminal: NonStrategic
{
model="..\Res\AddOns\Larsen\RTerminal.p3d";
armor=2000;
scope=2;
displayName="Right Terminal";
vehicleClass="Tom's Stuff";
animated=1;
class Animations
{
class ani_Sign1_1
{
angle0=0;
angle1=1.57;
type="rotation";
animperiod=.01;
selection="Sign1";
axis="Sign1_axis"
};
class ani_Sign1_2
{
angle0=1.57;
angle1=3.14;
type="rotation";
animperiod=.01;
selection="Sign1";
axis="Sign1_axis"
};
class ani_Sign1_3
{
angle0=3.14;
angle1=4.71;
type="rotation";
animperiod=.01;
selection="Sign1";
axis="Sign1_axis"
};
class ani_Sign1_4
{
angle0=4.71;
angle1=6.28;
type="rotation";
animperiod=.01;
selection="Sign1";
axis="Sign1_axis"
};
};
class eventhandlers
{
init=_this exec "..\Res\AddOns\Larsen\Sign.sqs";
};
};
class StraightTerminal: NonStrategic
{
model="..\Res\AddOns\Larsen\StraightTerminal.p3d";
armor=2000;
scope=2;
displayName="Straight Terminal";
vehicleClass="Tom's Stuff";
};
class Apartment: NonStrategic
{
model="..\Res\AddOns\Larsen\Apartment.p3d";
armor=1500;
scope=2;
displayName="Apartment";
vehicleClass="Tom's Stuff";
};
class Radar: NonStrategic
{
model="..\Res\AddOns\Larsen\Radar.p3d";
armor=300;
scope=2;
displayName="Radar";
vehicleClass="Tom's Stuff";
animated=1;
class Animations
{
class ani_radar
{
angle0=0;
angle1="-50000 * 3.141592654";
multiplyer=20;
type="rotation";
animperiod=100000;
selection="radar";
axis="radar_axis"
};
};
class eventhandlers
{
init="(_this select 0) animate [""ani_radar"", 1]";
};
};
class BrickPath: NonStrategic
{
model="..\Res\AddOns\Larsen\BrickPath.p3d";
scope=2;
displayName="Brick Path";
vehicleClass="Tom's Stuff";
};
class ParkingLot: NonStrategic
{
model="..\Res\AddOns\Larsen\ParkingLot.p3d";
scope=2;
displayName="Parking Lot";
vehicleClass="Tom's Stuff";
};
class CastleWall: NonStrategic
{
model="..\Res\AddOns\Larsen\CastleWall.p3d";
scope=2;
displayName="Castle Wall";
vehicleClass="Tom's Stuff";
};
class CastleWallDestroyed: NonStrategic
{
model="..\Res\AddOns\Larsen\CastleWallDestroyed.p3d";
scope=2;
displayName="Destroyed Castle Wall";
vehicleClass="Tom's Stuff";
};
class CastleGate: NonStrategic
{
model="..\Res\AddOns\Larsen\CastleGate.p3d";
scope=2;
displayName="Castle Gate";
vehicleClass="Tom's Stuff";
};
class CastleWallCorner: NonStrategic
{
model="..\Res\AddOns\Larsen\CastleWallCorner.p3d";
scope=2;
displayName="Castle Wall Corner";
vehicleClass="Tom's Stuff";
};
class Shops: NonStrategic
{
model="..\Res\AddOns\Larsen\Building.p3d";
scope=2;
displayName="Building";
vehicleClass="Tom's Stuff";
};
class Concourse: NonStrategic
{
model="..\Res\AddOns\Larsen\Concourse.p3d";
scope=2;
displayName="Concourse";
vehicleClass="Tom's Stuff";
};
class Airport2: NonStrategic
{
model="..\Res\AddOns\Larsen\Airport2.p3d";
scope=2;
displayName="Airport 2";
vehicleClass="Tom's Stuff";
};
};
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It would be best if you had your models along with their config separate from your .wrp config.
Also you have no cfgModels section defined.
I'll have a better look through it later today, but for now it is bedtime.
Planck
-
Ok
I had a longer look at your config and the news isn't good.
You are using the init eventhandler for the animations, unfortunately the init eventhandler doesn't work for .wrp placed objects.
Planck
-
ok, I now have 2 questions
(1). What do I need to do to get the animations working for .wrp placed objects?
(2). How necessary is it to have a CfpModels section? I have looked at several addons recently, and some don't have it.
Thank you for taking the time to work with me!
-
Here is an example from one of BIS's configs, this portion is for one of the buildings that have openable doors.
class Dum04: HousesDatadisk
{
model="\O\Hous\Hlidac_budka";
animated=1
class Animations
{
class Dvere1
{
type="rotation";
animPeriod=1
selection="dvere1";
axis="osa_dvere1";
angle0=1.600000;
angle1=0
};
class Dvere2
{
type="rotation";
animPeriod=1
selection="dvere2";
axis="osa_dvere2";
angle0=1.600000;
angle1=0
};
};
class UserActions
{
class OpenDoors1
{
displayName="$STR_DN_OUT_O_DOOR";
position="osa_dvere1";
radius=2.500000;
condition="this animationPhase ""Dvere1"" < 0.5";
statement="this animate [""Dvere1"", 1]";
};
class CloseDoors1
{
displayName="$STR_DN_OUT_C_DOOR";
position="osa_dvere1";
radius=2.500000;
condition="this animationPhase ""Dvere1"" >= 0.5";
statement="this animate [""Dvere1"", 0]";
};
class OpenDoors2
{
displayName="$STR_DN_OUT_O_DOOR";
position="osa_dvere2";
radius=2.500000;
condition="this animationPhase ""Dvere2"" < 0.5";
statement="this animate [""Dvere2"", 1]";
};
class CloseDoors2
{
displayName="$STR_DN_OUT_C_DOOR";
position="osa_dvere2";
radius=2.500000;
condition="this animationPhase ""Dvere2"" >= 0.5";
statement="this animate [""Dvere2"", 0]";
};
};
};
Of course that puts the door open/close in the user menu when the player is close enough.
As for the cfgModels, here is what BIS says inside their main config, as a comment:
// describe some properties models need to meet
// this was introduces in order to maintain consistent
// section management for HW T&L
Sometimes without a cfgModels section it will refuse to work.
Planck
-
If the init eventhandler doesn't work for .wrp placed objects, then what eventhandler will?
Also,
// describe some properties models need to meet
// this was introduces in order to maintain consistent
// section management for HW T&L
What does this mean?
-
To the best of my knowledge no eventhandlers work with .wrp placed objects.........but I am willing to be proved wrong. ::)
The text I posted was a comment inserted by BIS into their game config in relation to the cfgModels section.
Quite often models will not load in-game unless they have this section in their config.cpp
The cfgModels section defines the class of object and any sections or selections it has defined in the p3d model and also from where it might inherit from if that is relevant to the model..
Planck
-
So are you saying there's no way to get the animations to work on .wrp placed objects?
Also, I am a complete idiot with writing configs (It's a miracle it's gotten as far as it has). How would I go about adding a CfgModels section, and do I need one for every object in the addon?
-
Yes there is a way, look at the code sample I posted above.....the one from the game config.
The animations can be activated by the player when he is close enough.....to a door for instance, or a switch if it is to turn on a rotating animation.
I'm not an expert on getting animations to work however and someone else might know another way of doing it.
If you wait a while I will see what I can do about a cfgModels section.
It requires that your object models and all their texture files are in their own PBO.
Are you interested?
Planck
-
If it's not too much trouble, sure! Is there something you need me to do?
-
I'm in the process now.
I need to know:
Rterminal definition has all 4 animations defined as using the same section........Sign1.......Is this correct?
Planck
-
RTerminal is an obsolete object. Due to this addon being a work in progress, I have not updated my config unil early today. Here is my current config:
#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 Larsen
{
worlds[] = {"Larsen"};
units[] = {Tower, Apartment, Radar, BrickPath, ParkingLot, Shops};
requiredVersion = 1.85;
};
};
class CfgEnvSounds {};
class CfgWorlds
{
class DefaultWorld {};
class Larsen: DefaultWorld
{
access=3;
description="Larsen Island";
icon="\Larsen\Larsen.paa";
worldName="Larsen.wrp";
cutscenes[]={"..\Res\AddOns\Larsen\Larsen\intro"};
plateFormat=" ";
plateLetters="ABCDEFGHIJKLMNOPQRSTUVWXYZ";
startTime="00:00";
startDate="01/01/00";
startWeather=0;
startFog=0;
forecastWeather=0;
forecastFog=0;
ilsPosition[]={4225,1540};
ilsDirection[]={0, 0.122, 1};
ilsTaxiIn[]=
{
4625,950,
4625,1217,
4617,1225,
4283,1225,
4275,1233,
4275,1617,
4267,1625,
4230,1625,
4225,1617,
4225,1607,
4225,1597,
4225,1587,
};
ilsTaxiOff[]=
{
4225,1540,
4225,1133,
4228,1125,
4417,1125,
4425,1117,
4425,933,
4433,925,
4553,925,
4560,917,
4560,870,
4567,863,
4624,863,
4631,870,
4631,910,
};
seagullPos[]={0,0,0};
centerPosition[]={6000,1500,5000};
class Sounds
{
sounds[]={};
};
class Animation
{
vehicles[]={};
};
class Names
{
class Unknown
{
name="Unknown City";
position[]={6075,1050,20};
};
class UnknownIntlAirport
{
name="Unknown Airport";
position[]={4200,0925,10};
};
class WestCove
{
name="West Cove";
position[]={1200,4825,20};
};
class SaintMichael
{
name="Saint Michael";
position[]={417,1510,20};
};
};
};
};
class CfgWorldList
{
class Larsen{};
};
class CfgModels
{
class Default { };
class Tower:Default
{
sections[]={ };
sectionsInherit="";
};
class Radar:Default
{
sections[]={ };
sectionsInherit="";
};
};
class CfgVehicles
{
class All{};
class Static: All{};
class Building: Static{};
class NonStrategic: Building{};
class Tower: NonStrategic
{
model="..\Res\AddOns\Larsen\TowerBalcony.p3d";
armor=1000;
scope=2;
displayName="Tower";
vehicleClass="Tom's Stuff";
ladders[]={ {"start","end"}, {"start1", "end1"} };
animated=1;
class Animations
{
class ani_beacon
{
angle0=0;
angle1="-20000 * 3.141592654";
multiplyer=20;
type="rotation";
animperiod=100000;
selection="beacon";
axis="beacon_axis"
};
};
class eventhandlers
{
init="(_this select 0) animate [""ani_beacon"", 1]";
};
};
class Apartment: NonStrategic
{
model="..\Res\AddOns\Larsen\Apartment.p3d";
armor=1500;
scope=2;
displayName="Apartment";
vehicleClass="Tom's Stuff";
};
class Radar: NonStrategic
{
model="..\Res\AddOns\Larsen\Radar.p3d";
armor=300;
scope=2;
displayName="Radar";
vehicleClass="Tom's Stuff";
animated=1;
class Animations
{
class ani_radar
{
angle0=0;
angle1="-50000 * 3.141592654";
multiplyer=20;
type="rotation";
animperiod=100000;
selection="radar";
axis="radar_axis"
};
};
class eventhandlers
{
init="(_this select 0) animate [""ani_radar"", 1]";
};
};
class BrickPath: NonStrategic
{
model="..\Res\AddOns\Larsen\BrickPath.p3d";
scope=2;
displayName="Brick Path";
vehicleClass="Tom's Stuff";
};
class ParkingLot: NonStrategic
{
model="..\Res\AddOns\Larsen\ParkingLot.p3d";
scope=2;
displayName="Parking Lot";
vehicleClass="Tom's Stuff";
};
class Shops: NonStrategic
{
model="..\Res\AddOns\Larsen\Building.p3d";
scope=2;
displayName="Building";
vehicleClass="Tom's Stuff";
};
};
I am REALLY sorry about that! :-[
-
Totally ignore the CfgModels section in the current config, I was experimenting and forgot to delete it.
I am not with it today.
Please accept my sincerest appologies!
-
Ok......here is a preliminary cfgModels section.
Insert it after the cfgPatches section and before the cfgVehicles.
Not that I think it matters, but that is the way I always build configs.
class cfgModels
{
class Default
{
sections[]={""};
sectionsInherit="";
};
class All {};
class Static: All {};
class Building: Static {};
class NonStrategic: Building {};
class TowerBalcony : NonStrategic
{
sectionsInherit="";
sections[]={"beacon"};
};
class Apartment : NonStrategic {};
class Radar : NonStrategic
{
sectionsInherit="";
sections[]={"radar"};
};
class BrickPath : NonStrategic {};
class ParkingLot : NonStrategic {};
class Building : NonStrategic {};
};
Are you going to separate your .wrp and its config.
Normally islands and their configs along with any custom textures are in a separate PBO.
With the models and their textures and config in another PBO.
Planck
-
Actually that last definition:
class Building : NonStrategic
It might be better to name that model to something else......it might get confusing with the standard class Building.
Planck
-
THANKS A LOT PLANCK!!! :D
I am still debating whether or not to seperate the .wrp from the objects (it would be a big job). I have seen both the .wrp and the objects combined into one addon, (Cat Shit One's afghanstan comes to mind) and like only having one file to move around, and delete if necessary.
What is the advantage of having two seperate pbo's?
Thank you for all of your help!
-
Well........suppose someone likes some of your objects and wants to use them.........downloading the island along with them might not be what they want.
And I think it is less confusing for reading the configs
Planck
-
Are you going to try the animations configuration from the example I posted?
Planck
-
Ok, I will divide the .wrp and the objects. Thanks for your input!
I have also come across another problem (oh great), it is about ladders. Should I ask here, or start a new thread? (I have already done a lot of searching, to no avail.)
-
What is the problem with the ladders?
Planck
-
I have already tried the configuration you suggested. I couldn't get it to work, not to say it doesn't work, I just don't know much about configs or the way they work.
-
The ladders have the same problem as the animations. They work in mission editor placed objects, but not .wrp placed objects. Also, I have two ladders on my Tower. The first one will always face north, no matter what the direction of the object is. The second one properly attaches to the Tower and works fine.
-
Go to the Editors Depot ......Tutorial section and get the Commented CPP's by BIS........they are a good reference...........unless you already have them that is.
Planck
-
Yeah, I already do have them, but don't use them as much as I should. I'll take a closer look at them.
-
Not sure if it makes any difference, but you could meantime try removing the space here:
ladders[]={ {"start","end"}, {"start1", "end1"} };
.............................................................^.................
Probably doesn't make much difference, but you never know.
Planck
-
No, it didn't do anything for me. I haven't found anything obvious in the commented config, but I'll keep checking.
-
Another thing to check with your ladders is the points in the model file itself.
If I recall correctly there are two points defining the ladder position.
Make sure they are not exactly lined up one above the other make one or the other slightly out of line with its partner.
I can't recall which way though, just make sure they are not exactly lined up.
Planck
-
Thank You Planck!
Your're suggestion with changing the line-up of the points worked! :D
You have been a great help!
All I need to do now is figure out how to make ladders and animations work in .wrp placed objects.
Thank you for you time and expertise!
-
You are welcome
The ladders do work I think in .wrp files, Just the eventhandlers that don't I think.
I'll see what I can do about separating your configs for you
Planck
-
That's odd, because they aren't working for me with .wrp placed objects. Does the map have to be binarized for this to work, or should it work with an unbinarized version too?
-
I'm not sure about the island.......is it not in OPRW format?
I know that the model files must be in ODOL format to be placed in .wrp files.
Planck
-
No, the map is in the "4WVR" format. I am working in WRPTool, and it saves the maps in a different format than WRPEdit.
All of my models are in ODOL format, so that is not the problem.
-
One other thing.........I never put anything in Res\Addons unless absolutely necessary.
All Addons I use are put in the standard addons folder.
A bit hard to change on your models as they are pointing to the Res\Addons
I'll see what I can do with your configs anyway
Planck
-
Ok, I will move everything to my addons folder. Thanks for your input!
-
Ok, I have divided my addon into 2 pbo's. One containing the island, the other the buildings. I have also moved the addons from the Res\Addons folder to the Addons folder, and adjusted the configs so they look for the addons in the Addons folder (I hope this is clear).
The result:
My ladders now work on .wrp placed objects! :D
Thank you so much Planck. I have been working on this for over a year, and could never find a solution. Thank you so much!
All I have left to accomplish is the animation problem.
-
You might have to accomplish the animations on a per mission basis.
i.e. When you are making a mission put the code to start the animations in the mission init.sqs
You would need to get the object ID numbers for all the relevant objects on your island and start the animations with that.
Planck
-
Ok, I have decided just to do that. However, I still have a problem.
Here is my init.sqs
object 2847 animate ["ani_radar", 1]
object 1856 animate ["ani_beacon", 1]
exit
The second command, the one for the Tower, works fine. However, the first one for the radar doesn't. The radar is in ODOL Format, I have triple checked the object ID, and made sure all the proper sections in the model are properly defined. So what is wrong?
-
Try this instead:
"(object 2847) animate [""ani_radar"", 1]"
"(object 1856) animate [""ani_beacon"", 1]"
Planck
-
No, that didn't work, and now my Tower animation isn't working.
-
Sorry ;D
I have to admit that was just a shot in the dark.
The problem must lie with the radar model in my opinion, check the rotation axis points and make sure they are lined up correctly.
Did it work properly when placed through the editor?
Planck
-
That's ok :)
I've just discovered the problem probably lies somewhere in the config. I tried adjusting the armor levels, and none of the adjustments took place. So for some reason the .wrp placed model isn't reading the config.
Yes, the animations for the Radar do work with mission editor placed objects.
-
I think I know what the problem might be.
You changed the Objects into its own PBO and you moved it to Addons instead of Res\Addons.
Did you change the object path for the .wrp file and also the texture paths.
What I mean is......did you load the objects into Oxygen and edit the texture paths to suit........and also load the island into WrpTool and edit the paths for your objects?
Planck
-
Is this bit of the config for the radar correct?
angle1="-50000 * 3.141592654";
Planck
-
Yes, I corrected the texture paths for the object, and I also corrected the object path in my .wrp.
-
Is this bit of the config for the radar correct?
angle1="-50000 * 3.141592654";
Yes, it's correct. It's the code that makes the radar spin for a looooong time
-
OK......Let me see your objects config.cpp then plz.
Planck
-
Here it is:
#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 LarsenOBJ
{
worlds[] = {};
units[] = {Tower, Apartment, Radar, BrickPath, ParkingLot, Shops};
requiredVersion = 1.85;
};
};
class cfgModels
{
class Default
{
sections[]={""};
sectionsInherit="";
};
class All {};
class Static: All {};
class Building: Static {};
class NonStrategic: Building {};
class TowerBalcony : NonStrategic
{
sectionsInherit="";
sections[]={"beacon"};
};
class Apartment : NonStrategic {};
class Radar : NonStrategic
{
sectionsInherit="";
sections[]={"radar"};
};
class BrickPath : NonStrategic {};
class ParkingLot : NonStrategic {};
class Shops : NonStrategic {};
};
class CfgVehicles
{
class All{};
class Static: All{};
class Building: Static{};
class NonStrategic: Building{};
class Tower: NonStrategic
{
model="\LarsenOBJ\TowerBalcony.p3d";
armor=1000;
scope=2;
displayName="Tower";
vehicleClass="Tom's Stuff";
ladders[]={{"start","end"},{"start1","end1"}};
animated=1;
class Animations
{
class ani_beacon
{
angle0=0;
angle1="-20000 * 3.141592654";
multiplyer=20;
type="rotation";
animperiod=100000;
selection="beacon";
axis="beacon_axis"
};
};
class eventhandlers
{
init="(_this select 0) animate [""ani_beacon"", 1]";
};
};
class Apartment: NonStrategic
{
model="\LarsenOBJ\Apartment.p3d";
armor=1500;
scope=2;
displayName="Apartment";
vehicleClass="Tom's Stuff";
};
class Radar: NonStrategic
{
model="\LarsenOBJ\Radar.p3d";
armor=300;
scope=2;
displayName="Radar";
vehicleClass="Tom's Stuff";
animated=1;
class Animations
{
class ani_radar
{
angle0=0;
angle1="-30000 * 3.141592654";
multiplyer=20;
type="rotation";
animperiod=100000;
selection="radar";
axis="radar_axis"
};
};
class eventhandlers
{
init="(_this select 0) animate [""ani_radar"", 1]";
};
};
class BrickPath: NonStrategic
{
model="\LarsenOBJ\BrickPath.p3d";
scope=2;
displayName="Brick Path";
vehicleClass="Tom's Stuff";
};
class ParkingLot: NonStrategic
{
model="\LarsenOBJ\ParkingLot.p3d";
scope=2;
displayName="Parking Lot";
vehicleClass="Tom's Stuff";
};
class Shops: NonStrategic
{
model="\LarsenOBJ\Building.p3d";
scope=2;
displayName="Building";
vehicleClass="Tom's Stuff";
};
};
-
Hahahahaha...
I did a config for your objects also.........guess what........I called it LarsenObj also.
Planck
-
lol!
-
Both the animations are continuous rotations are they not?
I only ask because they both have different angle1 values.
angle1="-30000 * 3.141592654";.........for Radar
angle1="-20000 * 3.141592654";.......for Beacon
It probably doesn't make much difference though
Planck
-
Yes, I want the Radar and the Beacon to spin at different speeds.
-
I can't see anything wrong with the config, but its getting late I will look at it with fresh eyes tomorrow.
I would try this though.
Load your island into WrpTool again and remove the radar object......then load it again from its new location in Addons.
Apart from that I can't think of anything at the moment.
Planck
-
Ok, I will try it.
-
I GOT IT!!! :D
The problem was with the 3d model. I didn't have a map or class defined in the named properties section. I properly defined them, and now the radar animation works!
Thank you Planck for all of your help! You have answered all of my questions, and thanks to you, everything works!
I now consider this this topic solved!