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Author Topic: Building Animation Prob  (Read 7786 times)

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Offline Pilot

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Re:Building Animation Prob
« Reply #15 on: 28 Nov 2004, 21:54:52 »
If it's not too much trouble, sure!  Is there something you need me to do?

Offline Planck

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Re:Building Animation Prob
« Reply #16 on: 28 Nov 2004, 22:07:42 »
I'm in the process now.

I need to know:

Rterminal definition has all 4 animations defined as using the same section........Sign1.......Is this correct?


Planck
I know a little about a lot, and a lot about a little.

Offline Pilot

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Re:Building Animation Prob
« Reply #17 on: 28 Nov 2004, 22:16:43 »
RTerminal is an obsolete object.  Due to this addon being a work in progress, I have not updated my config unil early today.  Here is my current config:
Code: [Select]
#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 Larsen
    {
        worlds[] = {"Larsen"};
      units[] = {Tower, Apartment, Radar, BrickPath, ParkingLot, Shops};
        requiredVersion = 1.85;
   };
};
class CfgEnvSounds {};
class CfgWorlds
{
   class DefaultWorld {};
   class  Larsen: DefaultWorld
   {
      access=3;
      description="Larsen Island";
      icon="\Larsen\Larsen.paa";
      worldName="Larsen.wrp";
      cutscenes[]={"..\Res\AddOns\Larsen\Larsen\intro"};
      plateFormat="         ";
      plateLetters="ABCDEFGHIJKLMNOPQRSTUVWXYZ";
      startTime="00:00";
      startDate="01/01/00";
      startWeather=0;
      startFog=0;
      forecastWeather=0;
      forecastFog=0;
      ilsPosition[]={4225,1540};
      ilsDirection[]={0, 0.122, 1};
      ilsTaxiIn[]=
      {
         4625,950,
         4625,1217,
         4617,1225,
         4283,1225,
         4275,1233,
         4275,1617,
         4267,1625,
         4230,1625,
         4225,1617,
         4225,1607,
         4225,1597,
         4225,1587,
      };
      ilsTaxiOff[]=
      {
         4225,1540,
         4225,1133,
         4228,1125,
         4417,1125,
         4425,1117,
         4425,933,
         4433,925,
         4553,925,
         4560,917,
         4560,870,
         4567,863,
         4624,863,
         4631,870,
         4631,910,
      };
      seagullPos[]={0,0,0};
      centerPosition[]={6000,1500,5000};
      class Sounds
      {
         sounds[]={};
      };
      class Animation
      {
         vehicles[]={};
      };
      class Names
      {
         class Unknown
         {
            name="Unknown City";
            position[]={6075,1050,20};
         };
         class UnknownIntlAirport
         {
            name="Unknown Airport";
            position[]={4200,0925,10};
         };
         class WestCove
         {
            name="West Cove";
            position[]={1200,4825,20};
         };
         class SaintMichael
         {
            name="Saint Michael";
            position[]={417,1510,20};
         };

      };
   };
};
class CfgWorldList
{
   class  Larsen{};
};
class CfgModels
{
   class Default { };
   class Tower:Default
   {
      sections[]={ };
      sectionsInherit="";
   };
   class Radar:Default
   {
      sections[]={ };
      sectionsInherit="";
   };
};
class CfgVehicles
{
   class All{};
   class Static: All{};
   class Building: Static{};
   class NonStrategic: Building{};

   class Tower: NonStrategic
   {
      model="..\Res\AddOns\Larsen\TowerBalcony.p3d";
      armor=1000;
      scope=2;      
      displayName="Tower";
      vehicleClass="Tom's Stuff";
      ladders[]={ {"start","end"}, {"start1", "end1"} };
      animated=1;
      class Animations
      {
         class ani_beacon
         {
            angle0=0;
            angle1="-20000 * 3.141592654";
            multiplyer=20;
            type="rotation";
            animperiod=100000;
            selection="beacon";
            axis="beacon_axis"
         };
      };
      class eventhandlers
      {
         init="(_this select 0) animate [""ani_beacon"", 1]";
      };
   };
   class Apartment: NonStrategic
   {
      model="..\Res\AddOns\Larsen\Apartment.p3d";
      armor=1500;
      scope=2;      
      displayName="Apartment";
      vehicleClass="Tom's Stuff";
   };         
   class Radar: NonStrategic
   {
      model="..\Res\AddOns\Larsen\Radar.p3d";
      armor=300;
      scope=2;      
      displayName="Radar";
      vehicleClass="Tom's Stuff";
      animated=1;
      class Animations
      {
         class ani_radar
         {
            angle0=0;
            angle1="-50000 * 3.141592654";
            multiplyer=20;
            type="rotation";
            animperiod=100000;
            selection="radar";
            axis="radar_axis"
         };
      };
      class eventhandlers
      {
         init="(_this select 0) animate [""ani_radar"", 1]";
      };
   };      
   class BrickPath: NonStrategic
   {
      model="..\Res\AddOns\Larsen\BrickPath.p3d";
      scope=2;      
      displayName="Brick Path";
      vehicleClass="Tom's Stuff";
   };         
   class ParkingLot: NonStrategic
   {
      model="..\Res\AddOns\Larsen\ParkingLot.p3d";
      scope=2;      
      displayName="Parking Lot";
      vehicleClass="Tom's Stuff";
   };         
   class Shops: NonStrategic
   {
      model="..\Res\AddOns\Larsen\Building.p3d";
      scope=2;      
      displayName="Building";
      vehicleClass="Tom's Stuff";
   };
};

I am REALLY sorry about that! :-[

Offline Pilot

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Re:Building Animation Prob
« Reply #18 on: 28 Nov 2004, 22:22:05 »
Totally ignore the CfgModels section in the current config, I was experimenting and forgot to delete it.

I am not with it today.

Please accept my sincerest appologies!

Offline Planck

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Re:Building Animation Prob
« Reply #19 on: 28 Nov 2004, 22:25:25 »
Ok......here is a preliminary cfgModels section.

Insert it after the cfgPatches section and before the cfgVehicles.
Not that I think it matters, but that is the way I always build configs.

Code: [Select]
class cfgModels
{
   class Default
     {
          sections[]={""};
          sectionsInherit="";
     };
   class All {};
      class Static: All {};
      class Building: Static {};
      class NonStrategic: Building  {};
   class TowerBalcony : NonStrategic
   {
          sectionsInherit="";
      sections[]={"beacon"};
   };
   class Apartment : NonStrategic {};
   class Radar : NonStrategic
   {
          sectionsInherit="";
      sections[]={"radar"};
   };
   class BrickPath : NonStrategic {};
   class ParkingLot : NonStrategic {};
   class Building : NonStrategic {};
};

Are you going to separate your .wrp and its config.

Normally islands and their configs along with any custom textures are in a separate PBO.
With the models and their textures and config in another PBO.


Planck
« Last Edit: 28 Nov 2004, 22:27:14 by Planck »
I know a little about a lot, and a lot about a little.

Offline Planck

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Re:Building Animation Prob
« Reply #20 on: 28 Nov 2004, 22:29:14 »
Actually that last definition:

class Building : NonStrategic


It might be better to name that model to something else......it might get confusing with the standard class Building.


Planck
I know a little about a lot, and a lot about a little.

Offline Pilot

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Re:Building Animation Prob
« Reply #21 on: 28 Nov 2004, 22:34:57 »
THANKS A LOT PLANCK!!! :D

I am still debating whether or not to seperate the .wrp from the objects (it would be a big job).  I have seen both the .wrp and the objects combined into one addon, (Cat Shit One's afghanstan comes to mind) and like only having one file to move around, and delete if necessary.

What is the advantage of having two seperate pbo's?

Thank you for all of your help!

Offline Planck

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Re:Building Animation Prob
« Reply #22 on: 28 Nov 2004, 22:47:15 »
Well........suppose someone likes some of your objects and wants to use them.........downloading the island along with them might not be what they want.


And I think it is less confusing for reading the configs

Planck
« Last Edit: 28 Nov 2004, 22:48:00 by Planck »
I know a little about a lot, and a lot about a little.

Offline Planck

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Re:Building Animation Prob
« Reply #23 on: 28 Nov 2004, 22:51:07 »
Are you going to try the animations configuration from the example I posted?


Planck
I know a little about a lot, and a lot about a little.

Offline Pilot

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Re:Building Animation Prob
« Reply #24 on: 28 Nov 2004, 22:57:26 »
Ok, I will divide the .wrp and the objects.  Thanks for your input!

I have also come across another problem (oh great), it is about ladders.  Should I ask here, or start a new thread? (I have already done a lot of searching, to no avail.)

Offline Planck

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Re:Building Animation Prob
« Reply #25 on: 28 Nov 2004, 23:01:23 »
What is the problem with the ladders?


Planck
I know a little about a lot, and a lot about a little.

Offline Pilot

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Re:Building Animation Prob
« Reply #26 on: 28 Nov 2004, 23:02:29 »
I have already tried the configuration you suggested.  I couldn't get it to work, not to say it doesn't work, I just don't know much about configs or the way they work.  

Offline Pilot

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Re:Building Animation Prob
« Reply #27 on: 28 Nov 2004, 23:06:03 »
The ladders have the same problem as the animations.  They work in mission editor placed objects, but not .wrp placed objects.  Also, I have two ladders on my Tower.  The first one will always face north, no matter what the direction of the object is.  The second one properly attaches to the Tower and works fine.

Offline Planck

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Re:Building Animation Prob
« Reply #28 on: 28 Nov 2004, 23:06:40 »
Go to the Editors Depot ......Tutorial section and get the Commented CPP's by BIS........they are a good reference...........unless you already have them that is.


Planck
« Last Edit: 28 Nov 2004, 23:07:06 by Planck »
I know a little about a lot, and a lot about a little.

Offline Pilot

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Re:Building Animation Prob
« Reply #29 on: 28 Nov 2004, 23:10:48 »
Yeah, I already do have them, but don't use them as much as I should.  I'll take a closer look at them.