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Author Topic: plz help with my config.cpp  (Read 4673 times)

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Offline ofpartizan

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plz help with my config.cpp
« on: 15 Feb 2008, 14:43:08 »
There is my config:

Code: [Select]
class CfgPatches
{
           class LT_ISAF
           {
                        units[]={"[color=red]bisoldier[/color]"};
                        weapons[]={};
                        requiredVersion = 1.000000;
                        requiredAddons[]={};
            };
};

class CfgVehicleClasses
{
            class LT_ISAF
            {
                         displayName="LT_ISAF";
            };
};

class CfgSkeletons
{
class Head
{
isDiscrete = 0;
skeletonInherit = "";
skeletonBones[] =
{
"neck","",
"neck1","neck",
  "head","neck1",
"lBrow","head",
"mBrow","head",
"rBrow","head",
"lMouth","head",
"mMouth","head",
"rMouth","head",
"eyelids","head",
"LLip","head"
};
};
class OFP2_ManSkeleton
{
isDiscrete = 0;
skeletonInherit = "Head";
skeletonBones[] =
{
"weapon","",
"launcher","",
"Camera","",
"Spine","",
"Spine1","",
"Spine2","",
"Spine3","",
"Pelvis","",

//Left upper side
"LeftShoulder","",
"LeftArm","",
"LeftArmRoll","",
"LeftForeArm","",
"LeftForeArmRoll","",
"LeftHand","",
"LeftHandRing","",
"LeftHandRing1","",
"LeftHandRing2","",
"LeftHandRing3","",
"LeftHandPinky1","",
"LeftHandPinky2","",
"LeftHandPinky3","",
"LeftHandMiddle1","",
"LeftHandMiddle2","",
"LeftHandMiddle3","",
"LeftHandIndex1","",
"LeftHandIndex2","",
"LeftHandIndex3","",
"LeftHandThumb1","",
"LeftHandThumb2","",
"LeftHandThumb3","",

//Right upper side
"RightShoulder","",
"RightArm","",
"RightArmRoll","",
"RightForeArm","",
"RightForeArmRoll","",
"RightHand","",
"RightHandRing","",
"RightHandRing1","",
"RightHandRing2","",
"RightHandRing3","",
"RightHandPinky1","",
"RightHandPinky2","",
"RightHandPinky3","",
"RightHandMiddle1","",
"RightHandMiddle2","",
"RightHandMiddle3","",
"RightHandIndex1","",
"RightHandIndex2","",
"RightHandIndex3","",
"RightHandThumb1","",
"RightHandThumb2","",
"RightHandThumb3","",

//Left lower side
"LeftUpLeg","",
"LeftUpLegRoll","",
"LeftLeg","",
"LeftLegRoll","",
"LeftFoot","",
"LeftToeBase","",

//Right lower side
"RightUpLeg","",
"RightUpLegRoll","",
"RightLeg","",
"RightLegRoll","",
"RightFoot","",
"RightToeBase",""
};
};

class default;
class Flag: Default {};
class FlagCarrier: Default
{
skeletonInherit = "Default";
skeletonBones[] =
{
"stozar","",
"vlajka",""
};
};
};

class CfgModels
{
class Default
{
sections[] = {};
sectionsInherit="";
};

class flag_vojak : Default
{
sections[] = {"latka"};
};
class Head: Default
{
sections[] =
 {
"osobnost",
"brejle"
};
skeletonName = "Head";
};
class ArmaMan : Default
{
sections[] =
{
"osobnost","Head_Injury","Body_Injury","l_leg_injury"
,"l_arm_injury","r_arm_injury","r_leg_injury","clan"
};
  skeletonName = "OFP2_ManSkeleton";
};

class LT_ISAF: ArmaMan {};
};


class CfgVehicles
{
            class Land;
            class Man: Land
            {
            class ViewPilot;
            };
            class CAManBase;
            class SoldierWB;


            class LT_ISAF: SoldierWB
{
 vehicleClass = "LT_ISAF";
 displayName = "karys";
 model = "\LT_ISAF\[color=red]bisoldier[/color]";
 scope = 2;
 nightVision = 1;
 camouflage = 0.600000;
 Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
 weapons[] = {"M16A4","NVGoggles","Binocular","Throw","Put"};
 magazines[] =

{"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stan

ag","30Rnd_556x45_Stanag","HandGrenadeTimed","HandGrenadeTimed","SmokeShell"};
 

 respawnweapons[] = {"M16A4","NVGoggles","Binocular","Throw","Put"};
 respawnmagazines[] =

{"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stan

ag","30Rnd_556x45_Stanag","HandGrenadeTimed","HandGrenadeTimed","SmokeShell"};
                       
  class Wounds
  {
   tex[] = {};
   mat[] = {
"LT_ISAF\data\us_rukavy_hhl.rvmat","LT_ISAF\data\us_rukavy_hhl_wound1.rvmat","LT_ISAF\data\us_rukavy_hhl_wound2.rvmat","LT_ISAF\d

ata\us_soldier_rukavy_body.rvmat","LT_ISAF\data\us_soldier_rukavy_body_wound1.rvmat","LT_ISAF\data\us_soldier_rukavy_body_wound2.

rvmat"};
  };

};


When I name unit "bisoldier" and write this name in red marked sections - everything is OK. But when I rename my model in way I need ant write it's name in same red marked places - ingame model goes half burried. Any sugestions? i need to place 3 or 4 models in one addon, but of course i can't name all of them in same way. I cant understand a sh... in these codes, but have all needed and retextured  models and cant release addon without this note. Stupid situation :)
« Last Edit: 15 Feb 2008, 18:07:23 by Planck »

Offline ofpartizan

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Re: plz help with my config.cpp
« Reply #1 on: 15 Feb 2008, 17:14:28 »
noob... seems that I post topic in wrong section. Plz, who have rights, move it to the same ArmA section.

Offline Planck

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Re: plz help with my config.cpp
« Reply #2 on: 15 Feb 2008, 18:11:43 »
OK, try this one instead:

Code: [Select]
// some basic defines

#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

// type scope
#define private 0
#define protected 1
#define public 2

#define WeaponNoSlot    0// dummy weapons
#define WeaponSlotPrimary    1// primary weapons
#define WeaponSlotSecondary    16// secondary weapons
#define WeaponSlotItem    256// items
#define WeaponSlotBinocular    4096// binocular
#define WeaponHardMounted    65536


class CfgPatches
{
    class LT_ISAF
    {
        units[]={"LT_ISAF"};
        weapons[]={};
        requiredVersion = 1.000000;
        requiredAddons[]={};
    };
};

class CfgVehicleClasses
{
    class LT_ISAF
    {
        displayName="LT_ISAF";
    };
};

class CfgVehicles
{
    class CAManBase;
    class SoldierWB: CAManBase {};

    class LT_ISAF: SoldierWB
    {
        vehicleClass = "LT_ISAF";
        displayName = "karys";
        model = "\LT_ISAF\LT_ISAF";
        scope = 2;
        nightVision = 1;
        camouflage = 0.600000;
        Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
        weapons[] = {"M16A4","NVGoggles","Binocular","Throw","Put"};
        magazines[] =
{"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenadeTimed","HandGrenadeTimed","SmokeShell"};
        respawnweapons[] = {"M16A4","NVGoggles","Binocular","Throw","Put"};
        respawnmagazines[] =
{"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenadeTimed","HandGrenadeTimed","SmokeShell"};
                       
    class Wounds
    {
        tex[] = {};
        mat[] = {"LT_ISAF\data\us_rukavy_hhl.rvmat","LT_ISAF\data\us_rukavy_hhl_wound1.rvmat","LT_ISAF\data\us_rukavy_hhl_wound2.rvmat","LT_ISAF\data\us_soldier_rukavy_body.rvmat","LT_ISAF\data\us_soldier_rukavy_body_wound1.rvmat","LT_ISAF\data\us_soldier_rukavy_body_wound2.rvmat"};
    };
};

And the model.cfg:

Code: [Select]
class CfgSkeletons
{
    class Default
    {
        isDiscrete = 1;
        skeletonInherit = "";
        skeletonBones[] = {};
    };
    class Head
    {
        isDiscrete = 0;
        skeletonInherit = "";
        skeletonBones[] =
        {
            "neck","",
            "neck1","neck",
            "head","neck1",
            "lBrow","head",
            "mBrow","head",
            "rBrow","head",
            "lMouth","head",
            "mMouth","head",
            "rMouth","head",
            "Eyelids","head",
            "LLip","head"
        };
    };

    class OFP2_ManSkeleton
    {
        isDiscrete = 0;
        skeletonInherit = "Head";
        skeletonBones[] =
        {
            "weapon","",
            "launcher","",
            "Camera","",
            "Spine","",
            "Spine1","",
            "Spine2","",
            "Spine3","",
            "Pelvis","",

        //Left upper side
            "LeftShoulder","",
            "LeftArm","",
            "LeftArmRoll","",
            "LeftForeArm","",
            "LeftForeArmRoll","",
            "LeftHand","",
            "LeftHandRing","",
            "LeftHandRing1","",
            "LeftHandRing2","",
            "LeftHandRing3","",
            "LeftHandPinky1","",
            "LeftHandPinky2","",
            "LeftHandPinky3","",
            "LeftHandMiddle1","",
            "LeftHandMiddle2","",
            "LeftHandMiddle3","",
            "LeftHandIndex1","",
            "LeftHandIndex2","",
            "LeftHandIndex3","",
            "LeftHandThumb1","",
            "LeftHandThumb2","",
            "LeftHandThumb3","",

        //Right upper side
            "RightShoulder","",
            "RightArm","",
            "RightArmRoll","",
            "RightForeArm","",
            "RightForeArmRoll","",
            "RightHand","",
            "RightHandRing","",
            "RightHandRing1","",
            "RightHandRing2","",
            "RightHandRing3","",
            "RightHandPinky1","",
            "RightHandPinky2","",
            "RightHandPinky3","",
            "RightHandMiddle1","",
            "RightHandMiddle2","",
            "RightHandMiddle3","",
            "RightHandIndex1","",
            "RightHandIndex2","",
            "RightHandIndex3","",
            "RightHandThumb1","",
            "RightHandThumb2","",
            "RightHandThumb3","",

        //Left lower side
            "LeftUpLeg","",
            "LeftUpLegRoll","",
            "LeftLeg","",
            "LeftLegRoll","",
            "LeftFoot","",
            "LeftToeBase","",

        //Right lower side
            "RightUpLeg","",
            "RightUpLegRoll","",
            "RightLeg","",
            "RightLegRoll","",
            "RightFoot","",
            "RightToeBase",""
        };
    };

    class Flag: Default {};
};

class CfgModels
{
    class Default
    {
        sections[] = {};
        sectionsInherit="";
        skeletonName = "";
    };

    class Head: Default
    {
        sections[] =
        {
            "osobnost",
            "brejle"
        };
        skeletonName = "Head";
    };

    class Man: Default
    {
        sections[] =
        {
            "osobnost",
            "Head_Injury",
            "Body_Injury",
            "l_leg_injury",
            "l_arm_injury",
            "r_arm_injury",
            "l_leg_injury",
            "clan"
        };
        skeletonName = "OFP2_ManSkeleton";
    };

    class LT_ISAF: Man {};

    class Flag: Default
    {
        sections[] = {"latka"};
    };
};

This presumes that your model file is called LT_ISAF.p3d


Planck
I know a little about a lot, and a lot about a little.

Offline ofpartizan

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Re: plz help with my config.cpp
« Reply #3 on: 16 Feb 2008, 07:32:27 »
Txs, man that was perfect  :yes:
But one more thing :) with this addon (I dont want to create another topic, so I'll ask here)... when I create pbo (without binarizing) seems everything is ok, but when I binarize it - wound textures are missing. Well, does anybody know the source of this problem, how to fix it?  ???

Once again, txs for the cpp and  cfg  :D I will not forget to mention that.

Offline ofpartizan

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Re: plz help with my config.cpp
« Reply #4 on: 16 Feb 2008, 08:26:41 »
And one more ask. How modify cpp to inser another model (sniper). I tried to compare your cpp with others, tried to modify cpp, but in editor's menu under LT ISAF I see only one kind of soldier or I geting a error mesage whem loading ArmA. I think it's quit easy and it looks easy, but i cant understand all this coding. Planc, plz update your cpp for one more model. Actualy there will be 4 (models or more later) in addon. I need to know how to modify cpp to insert them into the game.

Offline Planck

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Re: plz help with my config.cpp
« Reply #5 on: 16 Feb 2008, 16:08:27 »
Well presuming your second soldier is going to have a classname of  "LT_ISAF2" and the model is called LT_ISAF2.p3d....


Code: [Select]
class CfgPatches
{
    class LT_ISAF
    {
        units[]={"LT_ISAF","LT_ISAF2"};
        weapons[]={};
        requiredVersion = 1.000000;
        requiredAddons[]={};
    };
};

class CfgVehicleClasses
{
    class LT_ISAF
    {
        displayName="LT_ISAF";
    };
};

class CfgVehicles
{
    class CAManBase;
    class SoldierWB: CAManBase {};

    class LT_ISAF: SoldierWB
    {
        vehicleClass = "LT_ISAF";
        displayName = "karys";
        model = "\LT_ISAF\LT_ISAF";
        scope = 2;
        nightVision = 1;
        camouflage = 0.600000;
        Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
        weapons[] = {"M16A4","NVGoggles","Binocular","Throw","Put"};
        magazines[] =
{"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenadeTimed","HandGrenadeTimed","SmokeShell"};
        respawnweapons[] = {"M16A4","NVGoggles","Binocular","Throw","Put"};
        respawnmagazines[] =
{"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenadeTimed","HandGrenadeTimed","SmokeShell"};
                       
    class Wounds
    {
        tex[] = {};
        mat[] = {"LT_ISAF\data\us_rukavy_hhl.rvmat","LT_ISAF\data\us_rukavy_hhl_wound1.rvmat","LT_ISAF\data\us_rukavy_hhl_wound2.rvmat","LT_ISAF\data\us_soldier_rukavy_body.rvmat","LT_ISAF\data\us_soldier_rukavy_body_wound1.rvmat","LT_ISAF\data\us_soldier_rukavy_body_wound2.rvmat"};
    };

    class LT_ISAF2: LT_ISAF
    {
        displayName = "karys2";
        model = "\LT_ISAF\LT_ISAF2";
        Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
        weapons[] = {"M16A4","NVGoggles","Binocular","Throw","Put"};
        magazines[] =
{"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenadeTimed","HandGrenadeTimed","SmokeShell"};
        respawnweapons[] = {"M16A4","NVGoggles","Binocular","Throw","Put"};
        respawnmagazines[] =
{"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenadeTimed","HandGrenadeTimed","SmokeShell"};
                       
    class Wounds
    {
        tex[] = {};
        mat[] = {"LT_ISAF\data\us_rukavy_hhl.rvmat","LT_ISAF\data\us_rukavy_hhl_wound1.rvmat","LT_ISAF\data\us_rukavy_hhl_wound2.rvmat","LT_ISAF\data\us_soldier_rukavy_body.rvmat","LT_ISAF\data\us_soldier_rukavy_body_wound1.rvmat","LT_ISAF\data\us_soldier_rukavy_body_wound2.rvmat"};
    };
};

I left the second unit with the same weapons and equipment as I don't know what your units will use.
As it is inheriting from your first unit I didn't include any parameters that I thought might not change, but you will know what you need better than I.


And the model.cfg just needs the second unit inserted under the first, like so:

Code: [Select]
.....
.....
.....
    class Man: Default
    {
        sections[] =
        {
            "osobnost",
            "Head_Injury",
            "Body_Injury",
            "l_leg_injury",
            "l_arm_injury",
            "r_arm_injury",
            "l_leg_injury",
            "clan"
        };
        skeletonName = "OFP2_ManSkeleton";
    };

    class LT_ISAF: Man {};
    class LT_ISAF2: Man {};
.....
.....
.....


Not sure about your wound textures apart from making sure the names are correct and that they are indeed in the stated path.


Planck
I know a little about a lot, and a lot about a little.

Offline ofpartizan

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Re: plz help with my config.cpp
« Reply #6 on: 16 Feb 2008, 18:57:11 »
Thx again Plank, but one more thing. My secon unit (like i wrote, but maybe my bad english make this hard to understand) will be different model "SoldierWSniper" and others will be different too. Dont I need to write this in cpp like with SoldierWB. I tried to do so, but again... errors :) You know its realy hard do things witch you cant understand :)

Offline ofpartizan

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Re: plz help with my config.cpp
« Reply #7 on: 16 Feb 2008, 19:46:09 »
Like I said... from last cfg gaim dont understand CfgVehicles class "LT_ISAF". Then I replaced it with "SoldierWSniper" - error again, beciause dont defined class or something. When i typed SoldierWB. Game started, but in editor's menu under LT_ISAF I can see only one "karys" and ther is no "karys2".

Offline h-

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Re: plz help with my config.cpp
« Reply #8 on: 16 Feb 2008, 20:19:19 »
ofpartizan, welcome to OFPEC :welcome:

Even though you are anxious to get this solved do not post consecutively. We do not approve of double posting.
A couple of days should pass before 'replying to yourself' so if you have something to add modify your post instead.  :)
Project MCAR   ---   FWW2 - Finland At War 1939-1945
INFORMATIVE THREAD TITLES PLEASE. "PLEASE HELP" IS NOT ONE..
Chuck Norris can divide by zero.

Offline ofpartizan

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Re: plz help with my config.cpp
« Reply #9 on: 16 Feb 2008, 20:27:33 »
ok, sorry. It will never happen again  :whistle:

Offline Planck

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Re: plz help with my config.cpp
« Reply #10 on: 17 Feb 2008, 00:52:50 »
Just add the other inheritance classes  under SoldierWB: CAManBase {};

Like so:

Code: [Select]
class CfgVehicles
{
    class CAManBase;
    class SoldierWB: CAManBase {};
    class SoldierWSniper: SoldierWB {};
    class SoldierWMG: SoldierWB {};
    etc
    etc

Then you can use soldierWSniper to inherit from further down.......like so:

Code: [Select]
    class LT_ISAF2: SoldierWSniper
    etc
    etc


Planck
I know a little about a lot, and a lot about a little.

Offline ofpartizan

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Re: plz help with my config.cpp
« Reply #11 on: 18 Feb 2008, 12:48:14 »
Txs a lot Plank for your help. Yesterday morning with fresh head i find out where is the point :) I tried by myself what you sugest me now and it didnt worket, then I compared couple cpp's with yours, and after few tries I got it ! the whole thing was in "};" symbol. I just needed one more to place :) And now everything works ok.

Offline Gnat

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Re: plz help with my config.cpp
« Reply #12 on: 18 Feb 2008, 13:13:47 »
Suggest people use proper text editor like Sc1
http://www.scintilla.org/SciTE.html

These have features like text highlighting as well as clicking on 1 "{" shows you the matching bracket .... very handy for these situations.


Offline ofpartizan

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Re: plz help with my config.cpp
« Reply #13 on: 19 Feb 2008, 20:15:02 »
well, me again :) Done with my units, but now working on default BIHummer. More or less its done exept cfg file. I know its included in BIModels, but it doesnt work or I dont know how to modify it. Basic problems: no animation of wheels, no gunnner, muzzle flash, light flash and so on and so on... But it rides :) If someone can provide for me cfg file for standart BIHummer model (with m2)... damn coding, cant understand it at all.

Offline ofpartizan

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Re: plz help with my config.cpp
« Reply #14 on: 22 Feb 2008, 11:52:15 »
Ok, we tried to work on this, and now we have gunner in place and ability to shoot, but still don work wheels, turret not mooving, driving wheel do not move too. Here is our cpp:

Code: [Select]
class CfgPatches
{
class LT_ISAF_Hmmwv
    {
units[] = {"BIHummer"};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"CAData", "CACharacters", "CAWeapons", "CASounds", "CA_Anims_Char"};
};
};

class CfgVehicleClasses
{
class LT_ISAF_Hmmwv
{
displayName = "LT ISAF Hmmwv";
};
};

class CfgVehicles
{
class All {};
class AllVehicles: All {};
class Land: AllVehicles {};
class LandVehicle: Land {};
class Car: LandVehicle {};
class HMMWV50: Car {};
class LT_ISAF_Hmmwv: HMMWV50
{
side=1;
displayName = "LT ISAF Hmmwv";
model="\LT_ISAF_Hmmwv\BIHummer.p3d";
crew="SoldierWB";
vehicleClass="LT_ISAF_Hmmwv";
       
class Damage
{
tex[] = {};
mat[] = {"LT_ISAF_Hmmwv\data\hmmwv_regular_1.rvmat", "LT_ISAF_Hmmwv\data\hmmwv_regular_1.rvmat", "LT_ISAF_Hmmwv\data\hmmwv_regular_1_destruct.rvmat", "LT_ISAF_Hmmwv\data\hmmwv_hood.rvmat", "LT_ISAF_Hmmwv\data\hmmwv_hood.rvmat", "LT_ISAF_Hmmwv\data\hmmwv_hood_destruct.rvmat", "LT_ISAF_Hmmwv\data\hmmwv_details.rvmat", "LT_ISAF_Hmmwv\data\hmmwv_details.rvmat", "LT_ISAF_Hmmwv\data\hmmwv_details_destruct.rvmat", "LT_ISAF_Hmmwv\data\hmmwv_body.rvmat", "LT_ISAF_Hmmwv\data\hmmwv_body.rvmat", "LT_ISAF_Hmmwv\data\hmmwv_body_destruct.rvmat", "LT_ISAF_Hmmwv\data\hmmwv_regular.rvmat", "LT_ISAF_Hmmwv\data\hmmwv_regular.rvmat", "LT_ISAF_Hmmwv\data\hmmwv_regular_destruct.rvmat", "LT_ISAF_Hmmwv\data\hmmwv_clocks.rvmat", "LT_ISAF_Hmmwv\data\hmmwv_clocks.rvmat", "LT_ISAF_Hmmwv\data\hmmwv_clocks_destruct.rvmat"};
};
};
};

and our cfg:

Code: [Select]
class CfgSkeletons
{
class Default
    {
        isDiscrete = 1;
        skeletonInherit = "";
        skeletonBones[] = {};
    };

class Vehicle : Default{};
class Car: Vehicle
{
skeletonInherit="Vehicle";
skeletonBones[]=
{
"volant",
"",
"levy predni tlumic",
"",
"pravy predni tlumic",
"",
"levy dalsi tlumic",
"",
"pravy dalsi tlumic",
"",
"levy predni zatoc",
"levy predni tlumic",
"pravy predni zatoc",
"pravy predni tlumic",
"levy dalsi zatoc",
"levy dalsi tlumic",
"pravy dalsi zatoc",
"pravy dalsi tlumic",
"levy prostredni tlumic",
"",
"pravy prostredni tlumic",
"",
"levy zadni tlumic",
"",
"pravy zadni tlumic",
"",
"levy predni",
"levy predni zatoc",
"pravy predni",
"pravy predni zatoc",
"levy dalsi",
"levy dalsi zatoc",
"pravy dalsi",
"pravy dalsi zatoc",
"levy prostredni",
"levy prostredni tlumic",
"pravy prostredni",
"pravy prostredni tlumic",
"levy zadni",
"levy zadni tlumic",
"pravy zadni",
"pravy zadni tlumic",
"ukaz_rychlo",
"",
"ukaz_rychlo2",
"",
"ukaz_rpm",
"",
"OtocVez",
"",
"OtocHlaven",
"OtocVez",
"fuel_01",
"",
"fuel_1",
"",
"prop_01",
"",
"prop_02",
"",
"prop_2",
"",
"prop_1",
"",
"damageHide",
"",
"damageVez",
"OtocVez",
"damageHlaven",
"OtocHlaven"
};
};
class HMMWVSkeleton
{
isDiscrete=1;
skeletonInherit="Car";
skeletonBones[]=
{
"ammo_belt",
"OtocHlaven"
};
};
};

class CfgModels
{
class Default
    {
        sectionsInherit="";
        sections[] = {};
        skeletonName = "";
    };

class Vehicle : Default{};
class Car: Vehicle
{
sectionsInherit="Vehicle";
sections[]=
{
"ammo",
"sklo predni p",
"sklo predni l",
"zadni svetlo",
"brzdove svetlo",
"spz",
"karoserie",
"motor",
"zbran",
"vez",
"zbytek",
"levy predni",
"levy prostredni",
"levy zadni",
"pravy predni",
"pravy prostredni",
"pravy zadni",
"clan",
"clan_sign",
"zasleh",
"P svetlo",
"L svetlo",
"palivo"
};
skeletonName="Car";
class Animations
{
class damageHide
{
type="hide";
source="damage";
selection="damageHide";
};
class IndicatorSpeed
{
animPeriod=0;
type="rotation";
source="speed";
selection="ukaz_rychlo";
axis="osa_rychlo";
memory=0;
minValue=0.000000;
maxValue=16.670000;
angle0=0.000000;
angle1=2.879793;
};
class IndicatorSpeed2
{
type="rotation";
source="speed";
selection="ukaz_rychlo2";
axis="osa_rychlo2";
memory="false";
animPeriod=0;
minValue=0;
maxValue=16.670000;
angle0=0;
angle1="rad -240";
};
class IndicatorRPM
{
animPeriod=0;
type="rotation";
source="rpm";
selection="ukaz_rpm";
axis="osa_rpm";
memory=0;
minValue=0.000000;
maxValue=1.000000;
angle0=0.000000;
angle1=2.967060;
};
class DrivingWheel
{
type="rotation";
source="drivingWheel";
selection="volant";
begin="osaVolantZac";
end="osaVolantKon";
memory="false";
animPeriod=0;
minValue=-1;
maxValue=1;
angle0=-8;
angle1=8;
};
class TurnFrontWheelR
{
type="rotationY";
source="drivingWheel";
selection="pravy predni zatoc";
axis="pravy predni";
memory="false";
animPeriod=0;
sourceAddress="loop";
minValue="rad -180";
maxValue="rad +180";
angle0="rad +90";
angle1="rad -90";
};
class TurnFrontWheelL: TurnFrontWheelR
{
selection="levy predni zatoc";
axis="levy predni";
};
class TurnFrontWheelR2: TurnFrontWheelR
{
selection="pravy dalsi zatoc ";
axis="pravy dalsi";
};
class TurnFrontWheelL2: TurnFrontWheelR
{
selection="levy dalsi zatoc ";
axis="levy dalsi";
};
class FrontWheelR
{
type="rotationX";
source="wheel";
selection="pravy predni";
axis="";
memory="true";
animPeriod=0;
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0=0;
angle1="rad -360";
};
class FrontWheel2R: FrontWheelR
{
selection="pravy dalsi";
};
class BackWheelR: FrontWheelR
{
selection="pravy zadni";
};
class BackWheel2R: FrontWheelR
{
selection="pravy prostredni";
};
class FrontWheelL: FrontWheelR
{
selection="levy predni";
};
class FrontWheel2L: FrontWheelR
{
selection="levy dalsi";
};
class BackWheelL: FrontWheelR
{
selection="levy zadni";
};
class BackWheel2L: FrontWheelR
{
selection="levy prostredni";
};
class FrontWheelDamperR
{
type="translationY";
source="damper";
selection="pravy predni tlumic";
axis="";
animPeriod=0;
minValue=-1000;
maxValue=1000;
};
class FrontWheelDamper2R: FrontWheelDamperR
{
selection="pravy dalsi tlumic";
};
class BackWheelDamperR: FrontWheelDamperR
{
selection="pravy zadni tlumic";
};
class BackWheelDamper2R: FrontWheelDamperR
{
selection="pravy prostredni tlumic";
};
class FrontWheelDamperL: FrontWheelDamperR
{
selection="levy predni tlumic";
};
class FrontWheelDamper2L: FrontWheelDamperR
{
selection="levy dalsi tlumic";
};
class BackWheelDamperL: FrontWheelDamperR
{
selection="levy zadni tlumic";
};
class BackWheelDamper2L: FrontWheelDamperR
{
selection="levy prostredni tlumic";
};
class damageVez: damageHide
{
selection="damageVez";
};
class damageHlaven: damageHide
{
selection="damageHlaven";
};
};
};
class hmmwv: Car
{
class Animations: Animations
{
class IndicatorSpeed: IndicatorSpeed
{
maxValue=16.670000;
angle0=-0.174533;
angle1=3.141593;
};
class IndicatorRPM: IndicatorRPM
{
angle0=0.000000;
angle1=1.483530;
};
class fuel
{
type="rotation";
source="fuel";
selection="fuel_1";
axis="fuel_1_axis";
memory=0;
minValue=0.000000;
maxValue=1.000000;
angle0=-0.087266;
angle1=-1.658063;
};
class prop_01
{
type="rotation";
source="rpm";
selection="prop_01";
axis="prop_01_axis";
memory=0;
minValue=0.000000;
maxValue=0.360000;
angle0=1.396263;
angle1=0.000000;
};
class prop_02
{
type="rotation";
source="rpm";
selection="prop_02";
axis="prop_02_axis";
memory=0;
minValue=0.000000;
maxValue=0.640000;
angle0=0.349066;
angle1=-0.349066;
};
};
};
class hmmwv50: hmmwv
{
skeletonName="HMMWVSkeleton";
class Animations: Animations
{
class ammo_belt_rotation
{
type="rotationZ";
source="belt_rotation";
selection="ammo_belt";
axis="ammo_belt_axis";
memory=1;
sourceAddress="loop";
minValue=0.000000;
maxValue=0.010000;
angle0=0.000000;
angle1=-0.209440;
};
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 damageHlaven: damageHide
{
selection="damageHlaven";
};
class damageAmmobelt: damageHide
{
selection="ammo_belt";
};
};
};
class LT_ISAF_Hmmwv: hmmwv50{};
};

Any ideas plz?