have you added mass to the crate in the geo lod? if you have, then have you gone (in O2, not familiar with 3ds) structure-topology-Find Components. this will then make a list of all the components in the model. this should stop the problem of being able to walk through the crate (i should know, i completed a project like this a while ago, with animated doors, but nothing else) if you'd like, i'll upload the project somewhere that u can look at?
i can see one thing that may be wrong, this is what the section of my config looks like:
class BDGCrate: TargetGrenade
{
model="\BDGObjects\Crate";
vehicleclass="Bloody Days MOD";
armor=10000;
scope=2;
mapsize=0.5;
displayName="Shipping Crate"; animated=1
class Animations
{
class Dvere1
{
type="rotation";
animPeriod=1
selection="dvere1";
axis="osa_dvere1";
angle0=0
angle1=-1.600000;
};
class Dvere2
{
type="rotation";
animPeriod=1
selection="dvere2";
axis="osa_dvere2";
angle0=0
angle1=1.600000;
};
};
class UserActions
{
class OpenDoors
{
displayName="Open R.Side";
position="osa_dvere1";
radius=2.500000;
condition="this animationPhase ""Dvere1"" < 0.5";
statement="this animate [""Dvere1"", 1.25]";
};
class CloseDoors
{
displayName="Close R.Side";
position="osa_dvere1";
radius=2.500000;
condition="this animationPhase ""Dvere1"" >= 0.5";
statement="this animate [""Dvere1"", 0]";
};
class OpenDoors2
{
displayName="Open L.Side";
position="osa_dvere2";
radius=2.500000;
condition="this animationPhase ""Dvere2"" < 0.5";
statement="this animate [""Dvere2"", 1.25]";
};
class CloseDoors2
{
displayName="Close L.Side";
position="osa_dvere2";
radius=2.500000;
condition="this animationPhase ""Dvere2"" >= 0.5";
statement="this animate [""Dvere2"", 0]";
};
};
P.S. dvere1 etc, is only the name of the selection and osa_dvere1 is the axis, you can change all of this in your own.
Lt. Shitkilla