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,
};
};
};
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 {};
};
#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,
};
};
};
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.
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
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