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#1 Posted at 2008-02-22 21:20        
     
I have written some of this conifg but used mostly BIS' UAZ (this is jsut a test, i will write the actual config once i get it in arma)

#define private    0
#define protected  1
#define public     2

class CfgModels
{
	class default {};
	class Vehicle: default {};
	class Car: Vehicle {};
	class Jeep: Car {};
	class willysjeep: Car {};
};


class CfgPatches
{
     class willysjeep
     {
         units[] = {willysjeep};
         weapons[] = {};
         requiredVersion = 1.0;
     };

};

class CfgVehicles
{

		class willysjeep
			{
				model=\willy\willy;
				picture="\Ca\wheeled\data\ico\uaz_CA.paa";
				Icon="\Ca\wheeled\data\map_ico\icomap_Uaz_CA.paa";
				mapSize = 7;
				displayName="Willy's Jeep (Covered)";
				vehicleClass = "97thRR Jeeps";

				accuracy=0.50;
				side=1;			
				crew="Civilian2";
				transportSoldier = 1;
				transportAmmo = 0;
				weapons[]={CarHorn};
				magazines[]={};

				maxSpeed = 100;
				turnCoef=1.5;
				cost=25000;
				armor=40;
				damageResistance = 0.00845;

				armorWheels=0.12;

				soundEngine[]={"\ca\wheeled\Data\Sound\UAZ",db-15,0.8};
				soundGear[]={"\ca\wheeled\Data\Sound\shifter_v3",db-65,1};
				SoundGetIn[]={"\ca\wheeled\Data\Sound\UAZ_OpenClose",db-45,1};
				SoundGetOut[]={"\ca\wheeled\Data\Sound\UAZ_OpenClose",db-50,1};
				threat[]={0, 0, 0};
				hasGunner = 0;
			};
		};
	};

Now i get it into arma, but wen i get to the main menu it gives me and error message

No Entry 'bin\config.bin/CfgVehicles\willysjeep.scope'

any ideas?

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#2 Posted at 2008-02-22 21:28        
     
you need a line in CfgVehicles that says

scope = 2; //Public
or
scope = 1 //Protected
or
scope = 0; //Private


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#3 Posted at 2008-02-22 23:28        
     
now its giving me a bunch of other things but i fixed those, onyl one ims tuck on now is
No Entry 'bin\config.bin/CfgModels\defualt.sections'

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#4 Posted at 2008-02-23 00:08        
     
messed around with the config a little and still got some errors, can anyone read over it and check it? thanks
#define private    0
#define protected  1
#define public     2

class CfgModels
{
	class default {};
	class Vehicle: default {};
	class Car: Vehicle {};
	class Jeep: Car {};
	class willysjeep: Car {};
};


class CfgPatches
{
     class willysjeep
     {
         units[] = {willysjeep};
         weapons[] = {};
         requiredVersion = 1.0;
     };

};

class CfgVehicles
{

		class willysjeep
			{
				model=\willy\willy;
				picture="\Ca\wheeled\data\ico\uaz_CA.paa";
				Icon="\Ca\wheeled\data\map_ico\icomap_Uaz_CA.paa";
				mapSize = 7;
				displayName="Willy's Jeep (Covered)";
				vehicleClass = "97thRR Jeeps";

				accuracy=0.50;
				scope=2; //Public
				side=1;			
				crew="Civilian2";
				transportSoldier = 1;
				transportAmmo = 0;
				weapons[]={CarHorn};
				magazines[]={};

				maxSpeed = 100;
				turnCoef=1.5;
				cost=25000;
				armor=40;
				damageResistance = 0.00845;

				armorWheels=0.12;

				soundEngine[]={"\ca\wheeled\Data\Sound\UAZ",db-15,0.8};
				soundGear[]={"\ca\wheeled\Data\Sound\shifter_v3",db-65,1};
				SoundGetIn[]={"\ca\wheeled\Data\Sound\UAZ_OpenClose",db-45,1};
				SoundGetOut[]={"\ca\wheeled\Data\Sound\UAZ_OpenClose",db-50,1};
				threat[]={0, 0, 0};
				hasGunner = 0;
				hasDriver = 1;
				hasCommander = 0;
};
	
class CarAnimations 
{
   class IndicatorSpeed;
   scope=2; //Public
};

class CfgModels
{
   class Car; //Declare base class.

   class willysjeep: Car 
   {
      sectionsInherit = "Car"; //Inherit all sections from class Car.
                               //Add new section.
      sections[] =
      {
         "section1"
      };
      skeletonName = "Willy's Jeep";
      scope=2; //Public
      		
      class Animations: CarAnimations //Inherit from generic animations.
      {
         class IndicatorSpeed: IndicatorSpeed //Redefine the maximum value
         {                                    //for the speed indicator.
            maxValue = 40;
};

class CfgSkeletons 
{ 
   class Car; //Define base class.

   class willysjeep: Car
   {
      skeletonInherit="Car"; //Inherit all bones from class Car.
      skeletonBones[]={};
      scope=2; //Public
   };

class Animations 
{
   class FrontWheelR
   {
      type = "rotationX"; //The type of animation.
      source = "wheel";   //The controller that provides input.
      selection = "pravy predni"; //The name of the skeleton bone used.
      axis = "";                  //The name of the axis in the model.
      memory = true; //Is the axis defined in the memory level of the
                     //model or not?
      sourceAddress = "loop"; //Does the animation loop or not?
      minValue = 0; //The minimum value of the motion range.
                    //i.e. The controller input when animation phase is 0.
      maxValue = 1; //The maximum value of the motion range.
                    //i.e. The controller input when animation phase is 1.
      angle0 = 0;   //The starting angle of this animation, where the
                    //animation phase is 0.
      scope=2; //Public
      angle1 = "rad -360"; //The ending angle of this animation,
   };                      //where the animation phase is 1.

   class FrontWheelL
   {
      type = "rotationX"; //The type of animation.
      source = "wheel";   //The controller that provides input.
      selection = "Levy predni"; //The name of the skeleton bone used.
      axis = "";                  //The name of the axis in the model.
      memory = true; //Is the axis defined in the memory level of the
                     //model or not?
      sourceAddress = "loop"; //Does the animation loop or not?
      minValue = 0; //The minimum value of the motion range.
                    //i.e. The controller input when animation phase is 0.
      maxValue = 1; //The maximum value of the motion range.
                    //i.e. The controller input when animation phase is 1.
      angle0 = 0;   //The starting angle of this animation, where the
                    //animation phase is 0.
   	scope=2; //Public
      angle1 = "rad -360"; //The ending angle of this animation,
   };                      //where the animation phase is 1.

   class BackWheelL
   {
      type = "rotationX"; //The type of animation.
      source = "wheel";   //The controller that provides input.
      selection = "Levy zadni"; //The name of the skeleton bone used.
      axis = "";                  //The name of the axis in the model.
      memory = true; //Is the axis defined in the memory level of the
                     //model or not?
      sourceAddress = "loop"; //Does the animation loop or not?
      minValue = 0; //The minimum value of the motion range.
                    //i.e. The controller input when animation phase is 0.
      maxValue = 1; //The maximum value of the motion range.
                    //i.e. The controller input when animation phase is 1.
      angle0 = 0;   //The starting angle of this animation, where the
                    //animation phase is 0.
	scope=2; //Public
      angle1 = "rad -360"; //The ending angle of this animation,
   };                      //where the animation phase is 1.

   class BackWheelR
   {
      type = "rotationX"; //The type of animation.
      source = "wheel";   //The controller that provides input.
      selection = "Pravy zadni"; //The name of the skeleton bone used.
      axis = "";                  //The name of the axis in the model.
      memory = true; //Is the axis defined in the memory level of the
                     //model or not?
      sourceAddress = "loop"; //Does the animation loop or not?
      minValue = 0; //The minimum value of the motion range.
                    //i.e. The controller input when animation phase is 0.
      maxValue = 1; //The maximum value of the motion range.
                    //i.e. The controller input when animation phase is 1.
      angle0 = 0;   //The starting angle of this animation, where the
                    //animation phase is 0.
   	scope=2; //Public
      angle1 = "rad -360"; //The ending angle of this animation,
			};                      
		};
	};


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#5 Posted at 2008-02-23 00:11        
     
Try this:

class CfgModels
{
class Car;
class willysjeep: Car {};
};

or

class CfgModels
{
class All;
class AllVehicles : All {};
class Land : AllVehicles {};
class LandVehicle : Land {};
class Car : LandVehicle {};
class willysjeep: Car {};
};


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#6 Posted at 2008-02-23 01:40        
     
member already defined O.o

#define private    0
#define protected  1
#define public     2

class CfgPatches
{
     class willysjeep
     {
         units[] = {willysjeep};
         weapons[] = {};
         requiredVersion = 1.0;
     };

};

class CfgVehicles
{

		class willysjeep
			{
				model=\willy\willy;
				picture="\Ca\wheeled\data\ico\uaz_CA.paa";
				Icon="\Ca\wheeled\data\map_ico\icomap_Uaz_CA.paa";
				mapSize = 7;
				displayName="Willy's Jeep (Covered)";

				accuracy=0.50;
				scope=2; //Public
				side=1;			
				crew="Civilian2";
				transportSoldier = 1;
				transportAmmo = 0;
				weapons[]={CarHorn};
				magazines[]={};

				maxSpeed = 100;
				turnCoef=1.5;
				cost=25000;
				armor=40;
				damageResistance = 0.00845;

				armorWheels=0.12;

				soundEngine[]={"\ca\wheeled\Data\Sound\UAZ",db-15,0.8};
				soundGear[]={"\ca\wheeled\Data\Sound\shifter_v3",db-65,1};
				SoundGetIn[]={"\ca\wheeled\Data\Sound\UAZ_OpenClose",db-45,1};
				SoundGetOut[]={"\ca\wheeled\Data\Sound\UAZ_OpenClose",db-50,1};
				threat[]={0, 0, 0};
				hasGunner = 0;
				hasDriver = 1;
				hasCommander = 0;
};
	
class CarAnimations 
{
   class IndicatorSpeed;
   scope=2; //Public
};

class CfgModels
{

	class All;
	class AllVehicles : All {};
	class Land : AllVehicles {};
	class LandVehicle : Land {};
	class Car : LandVehicle {};
	class willysjeep: Car {};


   class willysjeep: Car 
   {
      sectionsInherit = "Car"; //Inherit all sections from class Car.
                               //Add new section.
      sections[] =
      {
         "section1"
      };
      skeletonName = "Willy's Jeep";
      scope=2; //Public
      		
      class Animations: CarAnimations //Inherit from generic animations.
      {
         class IndicatorSpeed: IndicatorSpeed //Redefine the maximum value
         {                                    //for the speed indicator.
            maxValue = 40;
};

class CfgSkeletons 
{ 
   class Car; //Define base class.

   class willysjeep: Car
   {
      skeletonInherit="Car"; //Inherit all bones from class Car.
      skeletonBones[]={};
      scope=2; //Public
   };

class Animations 
{
   class FrontWheelR
   {
      type = "rotationX"; //The type of animation.
      source = "wheel";   //The controller that provides input.
      selection = "pravy predni"; //The name of the skeleton bone used.
      axis = "";                  //The name of the axis in the model.
      memory = true; //Is the axis defined in the memory level of the
                     //model or not?
      sourceAddress = "loop"; //Does the animation loop or not?
      minValue = 0; //The minimum value of the motion range.
                    //i.e. The controller input when animation phase is 0.
      maxValue = 1; //The maximum value of the motion range.
                    //i.e. The controller input when animation phase is 1.
      angle0 = 0;   //The starting angle of this animation, where the
                    //animation phase is 0.
      scope=2; //Public
      angle1 = "rad -360"; //The ending angle of this animation,
   };                      //where the animation phase is 1.

   class FrontWheelL
   {
      type = "rotationX"; //The type of animation.
      source = "wheel";   //The controller that provides input.
      selection = "Levy predni"; //The name of the skeleton bone used.
      axis = "";                  //The name of the axis in the model.
      memory = true; //Is the axis defined in the memory level of the
                     //model or not?
      sourceAddress = "loop"; //Does the animation loop or not?
      minValue = 0; //The minimum value of the motion range.
                    //i.e. The controller input when animation phase is 0.
      maxValue = 1; //The maximum value of the motion range.
                    //i.e. The controller input when animation phase is 1.
      angle0 = 0;   //The starting angle of this animation, where the
                    //animation phase is 0.
   	scope=2; //Public
      angle1 = "rad -360"; //The ending angle of this animation,
   };                      //where the animation phase is 1.

   class BackWheelL
   {
      type = "rotationX"; //The type of animation.
      source = "wheel";   //The controller that provides input.
      selection = "Levy zadni"; //The name of the skeleton bone used.
      axis = "";                  //The name of the axis in the model.
      memory = true; //Is the axis defined in the memory level of the
                     //model or not?
      sourceAddress = "loop"; //Does the animation loop or not?
      minValue = 0; //The minimum value of the motion range.
                    //i.e. The controller input when animation phase is 0.
      maxValue = 1; //The maximum value of the motion range.
                    //i.e. The controller input when animation phase is 1.
      angle0 = 0;   //The starting angle of this animation, where the
                    //animation phase is 0.
	scope=2; //Public
      angle1 = "rad -360"; //The ending angle of this animation,
   };                      //where the animation phase is 1.

   class BackWheelR
   {
      type = "rotationX"; //The type of animation.
      source = "wheel";   //The controller that provides input.
      selection = "Pravy zadni"; //The name of the skeleton bone used.
      axis = "";                  //The name of the axis in the model.
      memory = true; //Is the axis defined in the memory level of the
                     //model or not?
      sourceAddress = "loop"; //Does the animation loop or not?
      minValue = 0; //The minimum value of the motion range.
                    //i.e. The controller input when animation phase is 0.
      maxValue = 1; //The maximum value of the motion range.
                    //i.e. The controller input when animation phase is 1.
      angle0 = 0;   //The starting angle of this animation, where the
                    //animation phase is 0.
   	scope=2; //Public
      angle1 = "rad -360"; //The ending angle of this animation,
			};                      
		};
	};


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#7 Posted at 2008-02-23 02:16        
     
get rid of

class willysjeep: Car {};


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#8 Posted at 2008-02-23 03:13        
     
says no .scope again

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#9 Posted at 2008-02-23 04:18        
     
I think there could be afew problems but the most obvious I can see is that you reference your skeleton name as
Willy's Jeep";
When that is not what you call it in your skeleton.cfg, infact I dont see it anywhere?!
Also I don't think it is allowed to have spaces or ' in.

My advice as I think there are afew things mixed up is to go to the BI forums and search for Granq's example car. Depbo it and copy(as in recreate them in relation to your jeeps positions) the selections/memory LOD points and file/model names from his into yours and then move up from there.

The biki explains what each one is (for example where the car touches the ground, where the exaust is ect) if you can't figure which position the selections in the memory LOD should go.


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#10 Posted at 2008-02-23 13:08        
     
i crash out as soon as i hit preview in the editor... i can get it down but cant use it...

Config:
#define true	1
#define false	0

#define private		0
#define protected		1
#define public		2

#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 VSoft		0
#define VArmor		1
#define VAir		2

#define LockNo		0
#define LockCadet		1
#define LockYes		2

#define ReadAndWrite		0
#define ReadAndCreate		1
#define ReadOnly		2
#define ReadOnlyVerified		3

class CfgPatches 
{ 
	class willysjeep
	{ 
		units[] = {willysjeep}; 
		weapons[] = {}; 
		requiredVersion = 1.0;	
		requiredAddons[] = {};
	}; 
};
class CfgModels
{
   class Car; //Declare base class.
   class willysjeep: Car
   {
	sectionsInherit = "";                     
	sections[] ={"section1","brzdove svetlo","levy predni","pravy predni","pravy zadni","levy zadni","L svetlo", "P svetlo","clan"};
	skeletonName = "Car"; 
	class Animations 
	{
		class willysjeepFrontWheelR
		{
      			type = "rotationX";
      			source = "wheel";
 			selection = "pravy predni";
			axis = "";
			memory = true; 
			sourceAddress = "loop";
			minValue = 0;
              	    	maxValue = 1;
                    	angle0 = 0; 
      			angle1 = "rad -360"; 
   		};
   		class willysjeepFrontWheelL
		{
      			type = "rotationX";
      			source = "wheel";
 			selection = "levy predni";
			axis = "";
			memory = true; 
			sourceAddress = "loop";
			minValue = 0;
              	    	maxValue = 1;
                    	angle0 = 0; 
      			angle1 = "rad -360"; 
   		}; 
		class willysjeepFrontWheelRTurn
		{
      			type = "rotationY";
      			source = "drivingWheel";
 			selection = "pravy predni";
			axis = "";
			memory = true; 
			sourceAddress = "clamp";
			minValue = -1;
              	    	maxValue = 1;
                    	angle0 = "rad 25"; 
      			angle1 = "rad -25";
			 
   		};
   		class willysjeepCarFrontWheelLTurn
		{
      			type = "rotationY";
      			source = "drivingWheel";
 			selection = "levy predni";
			axis = "";
			memory = true; 
			sourceAddress = "clamp";
			minValue = -1;
              	    	maxValue = 1;
                    	angle0 = "rad 25"; 
      			angle1 = "rad -25";
   		}; 
		class willysjeepRearWheelR
		{
      			type = "rotationX";
      			source = "wheel";
 			selection = "pravy zadni";
			axis = "";
			memory = true; 
			sourceAddress = "loop";
			minValue = 0;
              	    	maxValue = 1;
                    	angle0 = 0; 
      			angle1 = "rad -360"; 
   		};
   		class willysjeepRearWheelL
		{
      			type = "rotationX";
      			source = "wheel";
 			selection = "levy zadni";
			axis = "";
			memory = true; 
			sourceAddress = "loop";
			minValue = 0;
              	    	maxValue = 1;
                    	angle0 = 0; 
      			angle1 = "rad -360"; 
   		};
   		class willysjeepDrivingWheel
		{
      			type = "rotationZ";
      			source = "drivingWheel";
 			selection = "volant";
			axis = "osavolantkon";
			memory = true; 
			sourceAddress = "mirror";
			minValue = -1;
              	    	maxValue = 1;
                    	angle0 = "rad -35"; 
      			angle1 = "rad 35"; 
   		}; 
	};
    };
};
class CfgVehicles
{
	class Land;	// External class reference
	class LandVehicle : Land {
		class NewTurret;	// External class reference
	};
		class Car : LandVehicle {
		class HitEngine {
			armor = 1.2;
			material = 60;
			name = "motor";
			visual = "motor";
			passThrough = true;
		};
		
		class HitRGlass {
			armor = 0.5;
			material = -1;
			name = "sklo predni P";
			passThrough = true;
		};
		
		class HitLGlass {
			armor = 0.5;
			material = -1;
			name = "sklo predni L";
			passThrough = true;
		};
		
		class HitBody {
			armor = 0.4;
			material = 51;
			name = "karoserie";
			visual = "karoserie";
			passThrough = true;
		};
		
		class HitLFWheel {
			armor = 0.05;
			material = -1;
			name = "Levy predni tlumic";
			visual = "Levy predni";
			passThrough = true;
		};
		
		class HitRFWheel {
			armor = 0.05;
			material = -1;
			name = "Pravy predni tlumic";
			visual = "Pravy predni";
			passThrough = true;
		};
		
		class HitLF2Wheel {
			armor = 0.05;
			material = -1;
			name = "Levy dalsi tlumic";
			visual = "Levy dalsi";
			passThrough = true;
		};
		
		class HitRF2Wheel {
			armor = 0.05;
			material = -1;
			name = "Pravy dalsi tlumic";
			visual = "Pravy dalsi";
			passThrough = true;
		};
		
		class HitLMWheel {
			armor = 0.05;
			material = -1;
			name = "Levy prostredni tlumic";
			visual = "Levy prostredni";
			passThrough = true;
		};
		
		class HitRMWheel {
			armor = 0.05;
			material = -1;
			name = "Pravy prostredni tlumic";
			visual = "Pravy prostredni";
			passThrough = true;
		};
		
		class HitLBWheel {
			armor = 0.05;
			material = -1;
			name = "Levy zadni tlumic";
			visual = "Levy zadni";
			passThrough = true;
		};
		
		class HitRBWheel {
			armor = 0.05;
			material = -1;
			name = "Pravy zadni tlumic";
			visual = "Pravy zadni";
			passThrough = true;
		};
		dammageHalf[] = {"\ca\wheeled\data\jepp4x4_glass.paa", "\ca\wheeled\data\jepp4x4_glassB.paa", "\ca\wheeled\data\jeep_kab_sklo1.paa", "\ca\wheeled\data\jeep_kab_sklo1B.paa", "\ca\wheeled\data\jeep_kab_sklo2.paa", "\ca\wheeled\data\jeep_kab_sklo2B.paa", "\ca\wheeled\data\scud_sklo.paa", "\ca\wheeled\data\scud_skloB.paa", "\ca\wheeled\data\scud_sklo2.paa", "\ca\wheeled\data\scud_sklo2B.paa", "\ca\wheeled\data\scud_sklo3.paa", "\ca\wheeled\data\scud_sklo3B.paa", "\ca\wheeled\data\scud_sklo4.paa", "\ca\wheeled\data\scud_sklo4B.paa"};
		dammageFull[] = {"\ca\wheeled\data\jepp4x4_glass.paa", "\ca\wheeled\data\jepp4x4_glassB.paa", "\ca\wheeled\data\jeep_kab_sklo1.paa", "\ca\wheeled\data\jeep_kab_sklo1B.paa", "\ca\wheeled\data\jeep_kab_sklo2.paa", "\ca\wheeled\data\jeep_kab_sklo2B.paa", "\ca\wheeled\data\scud_sklo.paa", "\ca\wheeled\data\scud_skloB.paa", "\ca\wheeled\data\scud_sklo2.paa", "\ca\wheeled\data\scud_sklo2B.paa", "\ca\wheeled\data\scud_sklo3.paa", "\ca\wheeled\data\scud_sklo3B.paa", "\ca\wheeled\data\scud_sklo4.paa", "\ca\wheeled\data\scud_sklo4B.paa"};
		getInAction = "GetInMedium";
		getOutAction = "GetOutMedium";
		weapons[] = {"CarHorn"};
		hasGunner = false;
		
		class Turrets {
			class MainTurret : NewTurret {
				outGunnerMayFire = true;
				memoryPointGun = "machinegun";
				body = "";
				gun = "";
				gunnerAction = "ManActTestDriverOut";
				gunBeg = "usti hlavne";	// endpoint of the gun
				gunEnd = "konec hlavne";	// chamber of the gun
				soundServo[] = {"\ca\wheeled\Data\Sound\servo3", db-50, 1.0};
				minElev = -5;
				maxElev = 40;
				minTurn = -360;
				maxTurn = 360;
				gunnerOpticsModel = "\ca\weapons\optika_empty";
				hasGunner = false;
				gunnerForceOptics = false;
				startEngine = false;
				
				class HitTurret {
					armor = 0.8;
					material = 51;
					name = "vez";
					visual = "vez";
					passThrough = true;
				};
				
				class HitGun {
					armor = 0.4;
					material = 52;
					name = "zbran";
					visual = "zbran";
					passThrough = true;
				};
				castGunnerShadow = false;
				
				class ViewOptics {
					initAngleX = 0;
					minAngleX = -30;
					maxAngleX = 30;
					initAngleY = 0;
					minAngleY = -100;
					maxAngleY = 100;
					initFov = 0.6;
					minFov = 0.6;
					maxFov = 0.6;
				};
				
				class ViewGunner {
					initAngleX = 5;
					minAngleX = -30;
					maxAngleX = 30;
					initAngleY = 0;
					minAngleY = 0;
					maxAngleY = 0;
					initFov = 0.7;
					minFov = 0.6;
					maxFov = 0.7;
				};
			};
		};
		soundEngine[] = {"\ca\wheeled\Data\Sound\mediumcar", db-60, 2.0};
		soundEnviron[] = {"\ca\wheeled\Data\Sound\noise", db-65, 0.25};
		soundCrash[] = {"\ca\wheeled\Data\Sound\crash2", db-10, 1};
		soundGear[] = {"\ca\wheeled\Data\Sound\shifter_v3", db-75, 1};
		supplyRadius = 1.2;
		driverAction = "ManActTestDriver";
		cargoAction[] = {"ManActTestDriver"};
		hideUnitInfo = false;
		class Exhausts;	// External class reference
		castDriverShadow = false;
		castCargoShadow = false;
	};
	class willysjeep : Car
	{
		selectionBackLights = "brzdove svetlo";
		scope = public;
		model = "\willy\willy.p3d";
		Picture = "\Ca\wheeled\data\ico\HMMWV50_CA.paa";
		Icon = "\Ca\wheeled\data\map_ico\icomap_hmwv50_CA.paa";
		mapSize = 8;
		terrainCoef = 0.5;
		displayName = "Willy's Jeep (Covered)";
		side = TWest;
		maxspeed = 200;
		crew = "SoldierWB";
		nameSound = "humvee";
		weapons[] = {};
		magazines[] = {};
		armor = 70;
		type = VArmor;
		cost = 100000;
		armorGlass = 0.5;
		armorWheels = 0.1;
		soundEngine[] = {"\ca\wheeled\Data\Sound\Humvee_Loop2", db10, 0.7};
		soundGetIn[] = {"\ca\wheeled\Data\Sound\Humvee_doors", db-20, 1};
		soundGetOut[] = {"\ca\wheeled\Data\Sound\Humvee_doors", db-20, 1};
		soundGear[] = {"\ca\wheeled\Data\Sound\shifter_v3", db-90, 1};
		soundServo[] = {"\ca\wheeled\Data\Sound\servo3", db-40, 1.0};
		typicalCargo[] = {"SoldierWB", "SoldierWB", "SoldierWAT", "SoldierWBOfficer"};
		transportSoldier = 1;
		canfloat = true;
		hasGunner = false;
		castDriverShadow = true;
		driverIsCommander = true;
		driverAction = "HMMWV_Driver";
		cargoAction[] = {"HMMWV_Cargo01", "HMMWV_Cargo01", "UAZ_Cargo01"};
		canLock = LockNo;
		unitInfoType = "UnitInfoSoldier";
		
		// threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types
		threat[] = {1, 0.1, 0.4};
	};
};

thanks guys u have no idea how much ur helping

[97thRR]GOA.Kolmain
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#11 Posted at 2008-02-23 22:16        
     
http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=c01f62c590587e8e261f08e35075b223;act=ST;f=70;t=57249;hl=granq

What are the errors in your arma.rtp file? Go to your documents and settings/name/local settings/application data/arma/arma.rtp and open it with note pad.

And have you brang the selections/different LODs over? You need to redo the selections on your car which match the config, add proxys for the driver/cargo and add the selections from the memory LOD to your car.

The crashing I would assume is probably related to
side = TWest; remove the T


http://community.bistudio.com/wiki/CfgVehicles_Config_Reference#side

This post was edited by Bracks (2008-02-23 22:36, ago)


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#12 Posted at 2008-02-23 23:31        
     
Too detailed shadow lod in willy\willy.p3d (0:0.000000 : 7501) - shadows disabled
Warning Message: No entry 'bin\config.bin/CfgVehicles/willysjeep.selectionFireAnim'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/willysjeep.selectionClan'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/willysjeep.selectionDashboard'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/willysjeep.selectionShowDamage'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/willysjeep.selectionBackLights'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/willysjeep.memoryPointSupply'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/willysjeep.enableGPS'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/willysjeep.MarkerLights'.
Warning Message: No entry 'bin\config.bin/CfgVehicles/willysjeep.hiddenSelections'.
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgVehicles/willysjeep.hiddenSelectionsTextures'.
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgVehicles/willysjeep.selectionDamage'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/willysjeep.Damage'.
Warning Message: No entry '.tex'.
Warning Message: No entry '.mat'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgVehicles/willysjeep.armorLights'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/willysjeep.Reflectors'.
Warning Message: No entry 'bin\config.bin/CfgVehicles/willysjeep.aggregateReflectors'.
Error: aggregateReflectors is not an array
Warning Message: Cannot open object ff\mod\tutorial\jeepdriver.p3d
Warning Message: Cannot open object ff\mod\tutorial\jeepcodriver.p3d
Unknown vehicle type: willysjeep 

guess i missed a couple of things :/

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#13 Posted at 2008-02-24 01:02        
     
Bracks :
side = TWest; remove the T

"TWest" is defined at the top of his config.



"No entry" means that that thing is saying what is missing from your config.

IE willyskeep.armorLights means that the value for armorLights is missing.


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#14 Posted at 2008-02-24 01:18        
     
i see, i will have to take a look, although this is straight from the 'exampleCar' so y wouldnt it work?

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#15 Posted at 2008-02-24 02:09        
     
I don't know.