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Cpl. Vagabond

  • Guest
CTD
« on: 29 Oct 2003, 21:05:30 »
I've made my retreval ship but now i have a new problem, i made a variant that can carry light vehicles, but....once i put down the vehicle in the editor and click preview then the game goes straight to desktop and i don't know why, i think it's something to do with my model or my config, i don't think it's my config right now but something wrong with my model, what could be wrong with my model which would make it CTD?? i followed BRSSEB's tutorial and i can't see me missing anything
« Last Edit: 29 Oct 2003, 21:05:39 by Cpl. Vagabond »

Komuna

  • Guest
Re:CTD
« Reply #1 on: 30 Oct 2003, 13:23:42 »
Can you post us your addon or publish it online as a alpha-version?

Usualy, the "fade-to-desktop" ucurs when the game doesn't support your vehicle's settings on config.cpp; so, if you don't want to publish the whole addon, post, at least, your configuration file. ;)

Cpl. Vagabond

  • Guest
Re:CTD
« Reply #2 on: 30 Oct 2003, 20:35:03 »
here's the config



Quote

//Retreival Ship made by cpl.vagabond
#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 vag_retship
        {
                units[] = {vag_rs,vag_rscargo};
                weapons[] = {};
                requiredVersion = 1.75;
        };
};

class CfgVehicles
{
        class All {};
        class AllVehicles: All {};
        class Air: AllVehicles {};
        class Helicopter: Air {};
        class UH60: Helicopter {};
        class vag_rs: UH60
        {
      scope=public;
      crew = SoldierWPilot;
      side=TWest;
                   vehicleClass="SST - Vehicles";
      displayName="Retrieval Ship";
      enableSweep=1;
      soundEngine[]={\vag_retship\engine.wav,db+20,1};
      driverAction = ManActUH60Pilot;
      gunnerAction = ManActUH60Pilot;
      maxSpeed=450;
      irTarget=1;
      irScanRange=13000;
      irScanGround=1;
      hasDriver =1;
      driverIsCommander=true;
      typicalCargo[]={};
      transportSoldier = 4;
      hasGunner=1;
      driverCanSee=CanSeeAll;
      gunnerOpticsModel = "optika_heli_gunner";
         getInRadius=10;
      minFireTime=20;
      armor=100;
      armorGlass=0.100000;
      armorEngine=0.900000;
      cost=100000;
      model="\vag_retship\rs.p3d";
      animated=1;

      class Animations
      {
         class door1
         {
            type="rotation";
            animPeriod=5;
            selection="door1";
            axis="axisdoor1";
            angle0=0;
            angle1=1.6;
         };
         class door2
         {
            type="rotation";
            animPeriod=5;
            selection="door2";
            axis="axisdoor2";
            angle0=0;
            angle1=-1.6;
         };
         class canopy
         {
            type="rotation";
            animPeriod=5;
            selection="canopy";
            axis="axiscanopy";
            angle0=0;
            angle1=-1.0;
         };
      };

   
      class UserActions
      {
      
         class Opendoor1
         {
            displayName="Lower Ramp";
            position="pos_door1";
            radius=8.000000;
            condition="this animationPhase ""door1"" < 0.5";
            statement="this animate [""door1"", 1]";
         };
         
         class Closedoor1
         {
            displayName="Raise Ramp";
            position="pos_door1";
            radius=8.000000;
            condition="this animationPhase ""door1"" >= 0.5";
            statement="this animate [""door1"", 0]";
         };
         class Opendoor2
         {
            displayName="Lower Ramp";
            position="pos_door2";
            radius=8.000000;
            condition="this animationPhase ""door2"" < 0.5";
            statement="this animate [""door2"", 1]";
         };
         
         class Closedoor2
         {
            displayName="Raise Ramp";
            position="pos_door2";
            radius=8.000000;
            condition="this animationPhase ""door2"" >= 0.5";
            statement="this animate [""door2"", 0]";
         };
         class Opencanopy
         {
            displayName="Open Canopy";
            position="pos_canopy";
            radius=8.000000;
            condition="this animationPhase ""canopy"" < 0.5";
            statement="this animate [""canopy"", 1]";
         };
         
         class Closecanopy
         {
            displayName="Close Canopy";
            position="pos_canopy";
            radius=8.000000;
            condition="this animationPhase ""canopy"" >= 0.5";
            statement="this animate [""canopy"", 0]";
         };

              };
        };
        class vag_rscargo: vag_rs
        {
              model="\vag_retship\vehship.p3d";
      displayName="Retrieval Transport";
      animated=1;

      class Animations
      {
         class ramp
         {
            type="rotation";
            animPeriod=10;
            selection="ramp";
            axis="axisramp";
            angle0=0;
            angle1=1.6;
         };
         class barrier
         {
            type="rotation";
            animPeriod=5;
            selection="barrier";
            axis="axisbarrier";
            angle0=0;
            angle1=-1.6;
         };
         class canopy
         {
            type="rotation";
            animPeriod=5;
            selection="canopy";
            axis="axiscanopy";
            angle0=0;
            angle1=-1.0;
         };
      };

   
      class UserActions
      {
      

         class Openbarrier
         {
            displayName="Lower Barrier";
            position="pos_barrier";
            radius=8.000000;
            condition="this animationPhase ""barrier"" < 0.5";
            statement="this animate [""barrier"", 1]";
         };
         
         class Closebarrier
         {
            displayName="Raise Barrier";
            position="pos_barrier";
            radius=8.000000;
            condition="this animationPhase ""barrier"" >= 0.5";
            statement="this animate [""barrier"", 0]";
         };
         class Opencanopy
         {
            displayName="Open Canopy";
            position="pos_canopy";
            radius=8.000000;
            condition="this animationPhase ""canopy"" < 0.5";
            statement="this animate [""canopy"", 1]";
         };
         
         class Closecanopy
         {
            displayName="Close Canopy";
            position="pos_canopy";
            radius=8.000000;
            condition="this animationPhase ""canopy"" >= 0.5";
            statement="this animate [""canopy"", 0]";
         };

        };
};


Cpl. Vagabond

  • Guest
Re:CTD
« Reply #3 on: 30 Oct 2003, 22:04:04 »
i seperated the two addons and wrote them both their own config and now everything works fine