O by the way the reason i need to know is because what i did is took a blackhawk addon and changed its model to the BAS blackhawk, and i really need help with the questions
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Here is one the addons i moddifed (switched the models) and here is the config for it:
/* Those addon is from upcoming mod BlackHawk Down Based on real missions from operation Restore Hope if you see that text are you addon maker if you making maps contact to me and i send you map of mogadishu mail jaca09@interia.pl */
// 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
class CfgPatches
{
   class BHD_Air
   {
      units[] = {BlackHawk};
      weapons[] = {};
      requiredVersion = 1.30;
   };
};
class CfgWeapons
   {
   class Default{};
   class MGun: Default{};  Â
   class MachineGun7_6: MGun{};
   class MachineGun12_7: MachineGun7_6{};
   class minigun:MachineGun12_7
   {
      count=1000;
      reloadTime=0.05;
      sound[]={"BHD\UH60\m2-50-loop",db10,1};
   };
};
  Â
class CfgVehicles
{
   class All {};
   class AllVehicles: All {};
   class Land: AllVehicles {};
   class Air: AllVehicles {};
   class Helicopter: Air {};
   class UH60: Helicopter{};  Â
   class UH60MG: UH60{};
   class blackhawk: UH60MG
   {
      displayName="MH-60K";
      nameSound="blackhawk";
      picture=\BHD\UH60\iuh60;
      accuracy=1000;
      model="\bas_mah60\bas_mh60k";
      transportSoldier=9;
      enableSweep=0;
      armor=250;
      gunnerAction="ManActUH60Gunner";
      gunnerOpticsModel="optika_empty";
      weapons[]={"BAS_60M134"};
      magazines[]={"BAS_60M134","BAS_60M134","BAS_60M134"};
      class TurretBase
      {
         gunAxis = "OsaHlavne";
         turretAxis = "OsaVeze";
         gunBeg = "usti hlavne";
         gunEnd = "konec hlavne";
         soundServo[]={};        Â
        Â
         minElev=-20; maxElev=+20;
         minTurn=-45; maxTurn=+45;
         body = "OtocVez";
         gun = "OtocHlaven";
      };
      class Turret: TurretBase
      {
         minElev=-42; maxElev=+5;
         minTurn=30; maxTurn=150;
         soundServo[]={"",0.010000,1.000000};
      };
   };
  Â
};
Where/How would i input this script (this script is to open and close the doors got it from the BAS Blackhawk config file)
class UserActions
      {
         class OpenLeftDoor
         {
            displayName="Open Door";
            position="posdoorl";
            radius=2;
            condition=" (driver this != player || BAS_60doors) && (getdammage this)<0.9 && this animationPhase {sidedoorl} ==1";
            statement="this animate [{sidedoorl}, 0]";
         };
         class CloseLeftDoor
         {
            displayName="Close Door";
            position="posdoorl";
            radius=2;
            condition=" (driver this != player || BAS_60doors) && count ((crew this)-[driver this,gunner this])<=6 && (getdammage this)<0.9 && this animationPhase {sidedoorl}==0";
            statement="this animate [{sidedoorl},1]";
         };
         class OpenRightDoor
         {
            displayName="Open Door";
            position="posdoorr";
            radius=2;
            condition=" (driver this != player || BAS_60doors) && (getdammage this)<0.9 && this animationPhase {sidedoorr} ==1";
            statement="this animate [{sidedoorr},0]";
         };
         class CloseRightDoor
         {
            displayName="Close Door";
            position="posdoorr";
            radius=2;
            condition=" (driver this != player || BAS_60doors) && count ((crew this)-[driver this,gunner this])<=6 && (getdammage this)<0.9 && this animationPhase {sidedoorr} ==0";
            statement="this animate [""sidedoorr"", 1]";
         };
         class OpenDoors1
         {
            displayName="Open Doors";
            position="axisswitch1";
            radius=4;
            condition=" (driver this != player || BAS_60doors) && (player in this)&& (this animationPhase {sidedoorl}==1 || this animationphase {sidedoorr} ==1)";
            statement="this animate [{sidedoorl}, 0];this animate [{sidedoorr},0]";
         };
         class CloseDoors2
         {
            displayName="Close Doors";
            position="axisswitch1";
            radius=4;
            condition=" (driver this != player || BAS_60doors) && (player in this)&& (this animationPhase {sidedoorl}==0 || this animationphase {sidedoorr} ==0)";
            statement="this animate [""sidedoorr"", 1];this animate [{sidedoorl},1]";
         };
         class OpenPilotDoors1
         {
            displayName="Open Pilots Door";
            position="pos driver";
            radius=5;
            condition="player == driver this && !(isengineon this) && this animationPhase {pilotdoorr} == 0";
            statement="this animate [{pilotdoorr}, 1];this exec {\BAS_MAH60\FX\BAS_Pdoors.sqs}";
         };
         class ClosePilotDoors1
         {
            displayName="Close Pilots Door";
            position="pos driver";
            radius=5;
            condition="player == driver this && !(isengineon this) && this animationPhase {pilotdoorr} == 1";
            statement="this animate [{pilotdoorr}, 0]";
         };
         class ClosePilotDoors2
         {
            displayName="Close Pilots Door";
            position="pos driver";
            radius=1.6;
            condition="isnull (driver this) && !(isengineon this) && this animationPhase {pilotdoorr} ==1";
            statement="this animate [{pilotdoorr}, 0]";
         };
         class OpenPilotDoors2
         {
            displayName="Open Pilots Door";
            position="pos driver";
            radius=1.6;
            condition="isnull (driver this) && !(isengineon this) && this animationPhase {pilotdoorr} == 0";
            statement="this animate [{pilotdoorr}, 1]";
         };
         class OpenGunnerDoors1
         {
            displayName="Open Gunners Door";
            position="pos gunner";
            radius=5;
            condition="player == gunner this && !(isengineon this) && this animationPhase {pilotdoorl} == 0";
            statement="this animate [{pilotdoorl}, 1];this exec {\BAS_MAH60\FX\BAS_Gdoors.sqs}";
         };
         class OpenGunnerDoors2        Â
         {
            displayName="Open Gunners Door";
            position="pos gunner";
            radius=1.8;
            condition="isnull (gunner this) && !(isengineon this) && this animationPhase {pilotdoorl} == 0";
            statement="this animate [{pilotdoorl}, 1]";
         };
         class CloseGunnerDoors        Â
         {
            displayName="Close Gunners Door";
            position="pos gunner";
            radius=5;
            condition="player == gunner this && !(isengineon this) && this animationPhase {pilotdoorl} == 1";
            statement="this animate [{pilotdoorl}, 0]";
         };
         class CloseGunnerDoors2        Â
         {
            displayName="Close Gunners Door";
            position="pos gunner";
            radius=1.8;
            condition="isnull (gunner this) && !(isengineon this) && this animationPhase {pilotdoorl} == 1";
            statement="this animate [{pilotdoorl}, 0]";
         };
         class 60FastLANDER
         {
            displayName="ORDER: Land AH-60L DAP";
            position="axisswitch1";
            radius=9999999;
            condition="(getpos this select 2)>5 && isengineon this && (player == leader this) && !(player == driver this) && this animationPhase {switch1DAPCAS} == 0 && local this";
            statement="commandstop this; this land {land}";
         };
         class 60CabinLightON
         {
            displayName="Cabin Light ON";
            position="axisswitch1";
            radius=5;
            condition="(daytime <=6 ||daytime >=18) && (player in this) && this animationPhase {switch4CLight} == 0 && this animationPhase {switch3LLight} == 0";
            statement="this exec {\BAS_MAH60\FX\Cabin.sqs};this animate [{switch4Clight},1]";
         };
         class 60CabinLightOFF
         {
            displayName="Cabin Light OFF";
            position="axisswitch1";
            radius=5;
            condition="player in this && this animationPhase {switch4CLight} == 1";
            statement="this animate [{switch4CLight},0]";
         };
         class 60LandingLightON
         {
            displayName="Landing Light ON";
            position="axisswitch1";
            radius=5;
            condition="(daytime <=6 ||daytime >=18) && (player in this)&& this animationPhase {switch3LLight} == 0 && (getpos this select 2)<40 && (speed this)<150";
            statement="this exec {\BAS_MAH60\FX\Landing.sqs};this animate [{switch3LLight},1]";
         };
         class 60LandingLightOFF
         {
            displayName="Landing Light OFF";
            position="axisswitch1";
            radius=5;
            condition="player in this && this animationPhase {switch3LLight} == 1";
            statement="this animate [{switch3LLight},0];this action [{light off}]";
         };
         class 60DAPSupport
         {
            displayName="RADIO: Close Air Support";
            position="";
            radius=9999999;
            condition="!(player in this) && (({_x hasweapon {bas_satcom}} count units group player)>=1)&& (group this != group player)&& (count units group this)==2 && !isengineon this && !(isnull driver this) && !(isnull gunner this) && this animationphase {switch1DAPCAS}==0 && !(BAS_CAScalled)&& (player == (leader group player))";
            statement="[this,player] exec {\bas_mah60\fx\BAS_CAS.sqs}";
         };
      };
      class EventHandlers
      {
      init = "_this select 0 exec {\BAS_MAH60\FX\BAS_60init.sqs}; _this select 0 exec {\BAS_MAH60\FX\BAS_CASinit.sqs};_this select 0 animate [""sidedoorr"", 1]; _this select 0 animate [""sidedoorl"", 1]";
      engine ="if (_this select 1) then {[_this select 0] exec {\bas_mah60\scripts\BAS_global.sqs}}";
      fired = "if (_this select 1=={BAS_60M134}) then {_this exec {\bas_mah60\FX\brasspos.sqs}}; [_this select 0, _this select 1, _this select 3] exec {\bas_mah60\FX\BAS_dapflash.sqs};[_this select 0, _this select 1]exec {\bas_mah60\FX\BAS_hellsmoke.sqs};[_this select 0, _this select 1]exec {\bas_mah60\FX\BAS_FFARsmoke.sqs} ";
      incomingMissile = "if ((_this select 0)==(_this select 0)) then {[_this] exec {\BAS_MAH60\ECM\EastCM.sqs},[_this] exec ""\BAS_MAH60\ECM\WestCM.sqs"",[_this select 0] exec {\BAS_MAH60\ECM\flares.sqs}}";
      hit = "if ((""ZSU"" countType [(_this select 1)]) == 1 ) then {[_this select 0,_this select 1] exec {\BAS_MAH60\ECM\Jammer.sqs}}";
      killed = "_this exec {\BAS_MAH60\FX\fire.sqs}";
      getin = "_this exec {\BAS_MAH60\FX\openDoors.sqs}";
      };
It also has some other user actions, but if someone would be kinda enough to show me where i would this script in the other config file would be great
. Also is there any other files i need to put in the folder when i pbo it back?