Home   Help Search Login Register  

Author Topic: what makes a model unstable???  (Read 1790 times)

0 Members and 1 Guest are viewing this topic.

Offline remcen

  • Contributing Member
  • **
  • a.k.a. hottentotten_mike
    • IM:UC
what makes a model unstable???
« on: 27 Dec 2004, 23:37:07 »
OK, here's my problem: i have several soldiers and they all work fine if they are placed alone on the map.
if i place two specific of them together and as soon as both are visible to the player (thus rendered by ofp) the game crashes to desktop.  the odd thing about is that they are all derived from one single soldier model which again is derived from one of the original bis models. this basic soldier soldier model works fine with all other models.

so there must be something that makes the models unstable. has anyone found a solution/knows the reason/etc. ???

I once had a comparable problem but it seemed to be config related.  in this case that can't be the prob because all units have the same config (apart from displayname, model, class names, etc. of course)
we're looking for members: IM:UC MOD

Offline Planck

  • Honoured
  • Former Staff
  • ****
  • I'm never wrong ....I'm just not always right !
Re:what makes a model unstable???
« Reply #1 on: 28 Dec 2004, 00:04:16 »
You might try posting the config anyway, in case it is config related.


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

Offline remcen

  • Contributing Member
  • **
  • a.k.a. hottentotten_mike
    • IM:UC
Re:what makes a model unstable???
« Reply #2 on: 28 Dec 2004, 00:26:19 »
Here it is: there's a lot of experimental stuff in the weapon section, so i deleted it here. the units making trouble is imuc_ussf_neu3.  i just checked the model itself: it has all selections and axes it needs.

Code: [Select]
// 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

#define WeaponNoSlot            0// dummy weapons
#define WeaponSlotPrimary      1// primary weapons
#define WeaponSlotSecondary   16// secondary weapons
#define WeaponSlotItem         256// items
#define WeaponSlotBinocular   4096// binocular
#define WeaponHardMounted      65536

#define imuc_ussf_wounds[] = {"\IMUC_Datx\ussf\legs", "\IMUC_Datx\ussf\legs_d", "\IMUC_Datx\ussf\vest", "\IMUC_Datx\ussf\vest_d", "\IMUC_Datx\ussf\arms", "\IMUC_Datx\ussf\arms_d"};

class CfgPatches
{
   class hm_ussf
   {
      units[] = {"imuc_ussf_neu", "imuc_lifevest_dummy", "imuc_ussf_neu2", "imuc_ussf_neu3", "imuc_ussf_neu4", "imuc_ussf_neu5", "imuc_ussf_ghillie"};
      weapons[] = {"imuc_durango2004", "imuc_durango2004_mag", "imuc_lifevest", "imuc_m24_bipod", "imuc_m24"};
      ammo[]={"imuc_durango2004_arrow", "imuc_lifevest_ammo"};
      requiredVersion = 1.90;
   };
}


class CfgRecoils
{
   imuc_durango2004_recoil[]={0.010000,0.001000,0.001000,0.100000,0,0};
};

class CfgModels
{
   class Default
   {
      sections[]={};
      sectionsInherit="";
   };
   class Man: Default {};
   class imuc_ussf_neu: man
      {
      sections[] =
         {
            "sunglasses",
            "sunglasses_glass",
            "head injury",
            "body injury",
            "l arm injury",
            "r arm injury",
            "p arm injury",
            "l leg injury",
            "r leg injury",
            "p leg injury",
            "hlava",
            "krk",
            "zasleh",
            "bloodpatch",
            "armpatch_l",
            "armpatch_r",
         };
      sectionsInherit=Head;
      };
   
   class ussf_neu2: imuc_ussf_neu {};
   class ussf_neu3: imuc_ussf_neu {};
   class ussf_neu4: imuc_ussf_neu {};
   class ussf_neu5: imuc_ussf_neu {};
   class ussf_neu_ghillie: imuc_ussf_neu {};

class weapon: default {};
class durango2004: weapon {};
class lifevest_n: weapon {};
class m24_b: weapon {};
class m24: weapon {};

class vehicle: Default {};
class ship: Vehicle {};
class lifevest_dummy: Ship {};
};




class CfgVehicles
{
   class All{};
   class AllVehicles:All{};
   class Land:AllVehicles{};
   class Man:Land{};
   class Soldier:Man{};

   class SoldierWB:Soldier{};

   
class imuc_ussf_neu: SoldierWB
{
   hiddenselections[]={"sunglasses","sunglasses_glass","bloodpatch","armpatch_l", "armpatch_r"};
   accuracy="3.00000000";
   weapons[]={"throw","put","imuc_durango2004","GlockS","nvgoggles","binocular"};
   magazines[]={"imuc_durango2004_mag","imuc_durango2004_mag","imuc_durango2004_mag","imuc_durango2004_mag","imuc_durango2004_mag","Glocksmag","Glocksmag","Glocksmag","Glocksmag"};
   sensitivity=1.25;
   model="\hm_ussf\ussf_neu.p3d"
   nightVision=1;
   camouflage=0.750000;
   armor=3.400000;
   armorStructural=2.000000;
   armorHead=0.400000;
   armorBody=1.900000;
   armorHands=0.500000;
   armorLegs=0.500000;
   scope=public;
   side=1;
   vehicleclass="IMUC - USSF";
   namesound="blackop";
   displayname="USSF - NEW MODEL";  
   imuc_ussf_wounds
     
         class animations
         {
            class sunglasses
            {
            type="rotation";
            animPeriod=0.01;
            selection="brain";
            axis="axis_sunglasses";
            angle0=0;
            angle1=2.00000;
         
            };
         };


         class useractions
         {
            class takeoff_sunglasses
               {
               displayname="take off sunglasses";
               position="brain";
               radius="0.1";
               condition="this animationphase ""sunglasses"" == 0";
               statement="this animate [""sunglasses"",1]";
               };

            class puton_sunglasses
               {
               displayname="put on sunglasses";
               position="brain";
               radius="0.1";
               condition="this animationphase ""sunglasses"" == 1";
               statement="this animate [""sunglasses"",0]";
               };
         };
         class EventHandlers
         {
         Init="[_this select 0] exec ""\hm_ussf\sc\init.sqs"";";
         };  


};

class imuc_ussf_neu2: SoldierWB
   {
   displayname="USSF NEW MODEL 2";
   model="\hm_ussf\ussf_neu2.p3d";
   accuracy="3.00000000";
   weapons[]={"throw","put","imuc_durango2004","GlockS","nvgoggles","binocular"};
   magazines[]={"imuc_durango2004_mag","imuc_durango2004_mag","imuc_durango2004_mag","imuc_durango2004_mag","imuc_durango2004_mag","Glocksmag","Glocksmag","Glocksmag","Glocksmag"};
   sensitivity=1.25;
   nightVision=1;
   camouflage=0.750000;
   armor=3.400000;
   armorStructural=2.000000;
   armorHead=0.400000;
   armorBody=1.900000;
   armorHands=0.500000;
   armorLegs=0.500000;
   scope=public;
   side=1;
   vehicleclass="IMUC - USSF";
   namesound="blackop";
   imuc_ussf_wounds

   class animations
   {
   class goggles
      {
      type="rotation";
      animPeriod=0.4;
      selection="goggles";
      axis="goggles_axis";
      angle0=0.7600;
      angle1=0;
      };
   class sunglasses
      {
      type="rotation";
      animPeriod=0.01;
      selection="brain";
      axis="axis_sunglasses";
      angle0=0;
      angle1=2.00000;
      };
   };

   
   class useractions
   {
   class lowergoggles
      {
      displayname="lower goggles";
      position="brain";
      radius="0.1";
      condition="this animationphase ""goggles"" == 0";
      statement="this animate [""goggles"",1]";
      };
   class raisegoggles
      {
      displayname="raise goggles";
      position="brain";
      radius="0.1";
      condition="this animationphase ""goggles"" == 1";
      statement="this animate [""goggles"",0]";
      };

      class takeoff_sunglasses
      {
      displayname="take off sunglasses";
      position="brain";
      radius="0.1";
      condition="this animationphase ""sunglasses"" == 0";
      statement="this animate [""sunglasses"",1]";
      };

      class puton_sunglasses
      {
      displayname="put on sunglasses";
      position="brain";
      radius="0.1";
      condition="this animationphase ""sunglasses"" == 1";
      statement="this animate [""sunglasses"",0]";
      };

   };
   class EventHandlers
   {
   Init="[_this select 0] exec ""\hm_ussf\sc\init.sqs"";";
   };  

};


class imuc_ussf_neu3: SoldierWB
{
   hiddenselections[]={"sunglasses","sunglasses_glass","bloodpatch","armpatch_l", "armpatch_r"};
   accuracy="3.00000000";
   weapons[]={"throw","put","M21","GlockS","nvgoggles","binocular"};
   magazines[]={"M21","M21","M21","M21","M21","M21","Glocksmag","Glocksmag","Glocksmag","Glocksmag", "smokeshell"};
   sensitivity=1.25;
   model="\hm_ussf\ussf_neu3.p3d"
   nightVision=1;
   camouflage=0.750000;
   armor=3.400000;
   armorStructural=2.000000;
   armorHead=0.400000;
   armorBody=1.900000;
   armorHands=0.500000;
   armorLegs=0.500000;
   scope=public;
   side=1;
   vehicleclass="IMUC - USSF";
   namesound="blackop";
   displayname="USSF - NEW MODEL 3";  
   imuc_ussf_wounds
     
         class animations
         {
            class sunglasses
            {
            type="rotation";
            animPeriod=0.01;
            selection="brain";
            axis="axis_sunglasses";
            angle0=0;
            angle1=2.00000;
         
            };
         };


         class useractions
         {
            class takeoff_sunglasses
               {
               displayname="take off sunglasses";
               position="brain";
               radius="0.1";
               condition="this animationphase ""sunglasses"" == 0";
               statement="this animate [""sunglasses"",1]";
               };

            class puton_sunglasses
               {
               displayname="put on sunglasses";
               position="brain";
               radius="0.1";
               condition="this animationphase ""sunglasses"" == 1";
               statement="this animate [""sunglasses"",0]";
               };
         };
         class EventHandlers
         {
         Init="[_this select 0] exec ""\hm_ussf\sc\init.sqs"";";
         };  


};

class imuc_ussf_neu4: SoldierWB
{
   hiddenselections[]={"sunglasses","sunglasses_glass","bloodpatch","armpatch_l", "armpatch_r"};
   accuracy="3.00000000";
   weapons[]={"throw","put","AK74","GlockS","nvgoggles","binocular"};
   magazines[]={"AK74","Glocksmag","Glocksmag","Glocksmag","Glocksmag"};
   sensitivity=1.25;
   model="\hm_ussf\ussf_neu4.p3d"
   nightVision=1;
   camouflage=0.750000;
   armor=3.400000;
   armorStructural=2.000000;
   armorHead=0.400000;
   armorBody=1.900000;
   armorHands=0.500000;
   armorLegs=0.500000;
   scope=public;
   side=1;
   vehicleclass="IMUC - USSF";
   namesound="blackop";
   displayname="USSF - NEW MODEL 4";  
   imuc_ussf_wounds
     
         class animations
         {
            class sunglasses
            {
            type="rotation";
            animPeriod=0.01;
            selection="brain";
            axis="axis_sunglasses";
            angle0=0;
            angle1=2.00000;
         
            };
         };


         class useractions
         {
            class takeoff_sunglasses
               {
               displayname="take off sunglasses";
               position="brain";
               radius="0.1";
               condition="this animationphase ""sunglasses"" == 0";
               statement="this animate [""sunglasses"",1]";
               };

            class puton_sunglasses
               {
               displayname="put on sunglasses";
               position="brain";
               radius="0.1";
               condition="this animationphase ""sunglasses"" == 1";
               statement="this animate [""sunglasses"",0]";
               };
         };
         class EventHandlers
         {
         Init="[_this select 0] exec ""\hm_ussf\sc\init.sqs"";";
         };  


};

class imuc_ussf_neu5: SoldierWB
{
   hiddenselections[]={"sunglasses","sunglasses_glass","bloodpatch","armpatch_l", "armpatch_r"};
   accuracy="3.00000000";
   weapons[]={"throw","put","imuc_m24","GlockS","nvgoggles","binocular"};
   magazines[]={"imuc_m24mag", "imuc_m24mag", "imuc_m24mag", "imuc_m24mag", "Glocksmag", "Glocksmag", "Glocksmag", "Glocksmag"};
   sensitivity=1.25;
   model="\hm_ussf\ussf_neu5.p3d"
   nightVision=1;
   camouflage=0.750000;
   armor=3.400000;
   armorStructural=2.000000;
   armorHead=0.400000;
   armorBody=1.900000;
   armorHands=0.500000;
   armorLegs=0.500000;
   scope=public;
   side=1;
   vehicleclass="IMUC - USSF";
   namesound="blackop";
   displayname="USSF - NEW MODEL 5";  
   imuc_ussf_wounds
     
         class animations
         {
            class sunglasses
            {
            type="rotation";
            animPeriod=0.01;
            selection="brain";
            axis="axis_sunglasses";
            angle0=0;
            angle1=2.00000;
         
            };
         };


         class useractions
         {
            class takeoff_sunglasses
               {
               displayname="take off sunglasses";
               position="brain";
               radius="0.1";
               condition="this animationphase ""sunglasses"" == 0";
               statement="this animate [""sunglasses"",1]";
               };

            class puton_sunglasses
               {
               displayname="put on sunglasses";
               position="brain";
               radius="0.1";
               condition="this animationphase ""sunglasses"" == 1";
               statement="this animate [""sunglasses"",0]";
               };
         };
         class EventHandlers
         {
         Init="[_this select 0] exec ""\hm_ussf\sc\init.sqs"";";
         };  


};

class SoldierWSniper: SoldierWB {};
class imuc_ussf_ghilie: SoldierWSniper
{
   accuracy="3.00000000";
   sensitivity=1.25;
   model="\hm_ussf\ussf_neu_ghillie.p3d"
   nightVision=1;
   camouflage=0.020000;
   armor=3.400000;
   armorStructural=2.000000;
   armorHead=0.400000;
   armorBody=0.400000;
   armorHands=0.400000;
   armorLegs=0.400000;
   scope=public;
   side=1;
   vehicleclass="IMUC - USSF";
   namesound="sniper";
   displayname="USSF - Ghillie suit";
   weapons[]={"throw","put","imuc_m24_bipod","GlockS","nvgoggles","binocular"};
   magazines[]={"imuc_m24mag", "imuc_m24mag", "imuc_m24mag", "imuc_m24mag", "Glocksmag", "Glocksmag", "Glocksmag", "Glocksmag", "smokeshell" };
};


};





thanks time in advance for your
« Last Edit: 28 Dec 2004, 00:26:42 by remcen »
we're looking for members: IM:UC MOD

Offline Planck

  • Honoured
  • Former Staff
  • ****
  • I'm never wrong ....I'm just not always right !
Re:what makes a model unstable???
« Reply #3 on: 28 Dec 2004, 00:42:58 »
Just had a quick scan and this bit:

Code: [Select]
class CfgModels
{
  class Default
  {
      sections[]={};
      sectionsInherit="";
  };
  class Man: Default {};
  class imuc_ussf_neu: man
      {
      sections[] =
        {
            "sunglasses",
            "sunglasses_glass",
            "head injury",
            "body injury",
            "l arm injury",
            "r arm injury",
            "p arm injury",
            "l leg injury",
            "r leg injury",
            "p leg injury",
            "hlava",
            "krk",
            "zasleh",
            "bloodpatch",
            "armpatch_l",
            "armpatch_r",
        };
      sectionsInherit=Head;
      };
 
  class ussf_neu2: imuc_ussf_neu {};
  class ussf_neu3: imuc_ussf_neu {};
  class ussf_neu4: imuc_ussf_neu {};
  class ussf_neu5: imuc_ussf_neu {};
  class ussf_neu_ghillie: imuc_ussf_neu {};

Maybe should be:
Code: [Select]
class CfgModels
{
  class Default
  {
      sections[]={};
      sectionsInherit="";
  };
  class Man: Default {};
  class ussf_neu: man
      {
      sections[] =
        {
            "sunglasses",
            "sunglasses_glass",
            "head injury",
            "body injury",
            "l arm injury",
            "r arm injury",
            "p arm injury",
            "l leg injury",
            "r leg injury",
            "p leg injury",
            "hlava",
            "krk",
            "zasleh",
            "bloodpatch",
            "armpatch_l",
            "armpatch_r",
        };
      sectionsInherit=Head;
      };
 
  class ussf_neu2: ussf_neu {};
  class ussf_neu3: ussf_neu {};
  class ussf_neu4: ussf_neu {};
  class ussf_neu5: ussf_neu {};
  class ussf_neu_ghillie: ussf_neu {};

I'll keep looking though.



Planck
« Last Edit: 28 Dec 2004, 01:09:29 by Planck »
I know a little about a lot, and a lot about a little.

Offline Planck

  • Honoured
  • Former Staff
  • ****
  • I'm never wrong ....I'm just not always right !
Re:what makes a model unstable???
« Reply #4 on: 28 Dec 2004, 00:56:46 »
Think I was wrong its the first one that needs changing according to the cfgVehicles model name........it should be:

class ussf_neu: man

Still looking though

I edited my last post to reflect the change

Planck
« Last Edit: 28 Dec 2004, 01:07:17 by Planck »
I know a little about a lot, and a lot about a little.

Offline Planck

  • Honoured
  • Former Staff
  • ****
  • I'm never wrong ....I'm just not always right !
Re:what makes a model unstable???
« Reply #5 on: 28 Dec 2004, 02:34:29 »
I haven't found anything else yet.......it's bedtime now.
I'll have a look in the morning.   ;D



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

Offline remcen

  • Contributing Member
  • **
  • a.k.a. hottentotten_mike
    • IM:UC
Re:what makes a model unstable???
« Reply #6 on: 28 Dec 2004, 02:35:14 »
no sorry, doesn't work.
now, imuc_ussf_neu3 and 4 make the game crash, but only when they are not the player meaning you can play them and view yourself in 3rd person, but when the units are AI-controlled -> CTD.  sound strange, doesn't it?
i wondered if it all could be caused by the fact that in the cfgmodels-section of the "problem-units" there are selection defined which these units don't have (patches, googles,...). but the ghillie sniper has none of these named selections either and causes no probs at all.

Here's an update of the config:
Code: [Select]
// 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

#define WeaponNoSlot            0// dummy weapons
#define WeaponSlotPrimary      1// primary weapons
#define WeaponSlotSecondary   16// secondary weapons
#define WeaponSlotItem         256// items
#define WeaponSlotBinocular   4096// binocular
#define WeaponHardMounted      65536

#define imuc_ussf_wounds[] = {"\IMUC_Datx\ussf\legs", "\IMUC_Datx\ussf\legs_d", "\IMUC_Datx\ussf\vest", "\IMUC_Datx\ussf\vest_d", "\IMUC_Datx\ussf\arms", "\IMUC_Datx\ussf\arms_d"};

class CfgPatches
{
   class hm_ussf
   {
      units[] = {"imuc_ussf_neu", "imuc_lifevest_dummy", "imuc_ussf_neu2", "imuc_ussf_neu3", "imuc_ussf_neu4", "imuc_ussf_neu5", "imuc_ussf_ghillie"};
      weapons[] = {"imuc_durango2004", "imuc_durango2004_mag", "imuc_lifevest", "imuc_m24_bipod", "imuc_m24"};
      ammo[]={"imuc_durango2004_arrow", "imuc_lifevest_ammo"};
      requiredVersion = 1.90;
   };
}



class CfgModels
{
   class Default
   {
      sections[]={};
      sectionsInherit="";
   };
   class Man: Default {};
   class ussf_neu: man
      {
      sections[] =
         {
            "sunglasses",
            "sunglasses_glass",
            "head injury",
            "body injury",
            "l arm injury",
            "r arm injury",
            "p arm injury",
            "l leg injury",
            "r leg injury",
            "p leg injury",
            "hlava",
            "krk",
            "zasleh",
            "bloodpatch",
            "armpatch_l",
            "armpatch_r",
         };
      sectionsInherit=Head;
      };
   
   class ussf_neu2: ussf_neu {};
   class ussf_neu3: ussf_neu {};
   class ussf_neu4: ussf_neu {};
   class ussf_neu5: ussf_neu {};
   class ussf_neu_ghillie: ussf_neu {};

class weapon: default {};
class durango2004: weapon {};
class lifevest_n: weapon {};
class m24_b: weapon {};
class m24: weapon {};

class vehicle: Default {};
class ship: Vehicle {};
class lifevest_dummy: Ship {};
};


class CfgVehicles
{
   class All{};
   class AllVehicles:All{};
   class Land:AllVehicles{};
   class Man:Land{};
   class Soldier:Man{};

   class SoldierWB:Soldier{};

   
class imuc_ussf_neu: SoldierWB
{
   hiddenselections[]={"sunglasses","sunglasses_glass","bloodpatch","armpatch_l", "armpatch_r"};
   accuracy="3.00000000";
   weapons[]={"throw","put","imuc_durango2004","GlockS","nvgoggles","binocular"};
   magazines[]={"imuc_durango2004_mag","imuc_durango2004_mag","imuc_durango2004_mag","imuc_durango2004_mag","imuc_durango2004_mag","Glocksmag","Glocksmag","Glocksmag","Glocksmag"};
   sensitivity=1.25;
   model="\hm_ussf\ussf_neu.p3d"
   nightVision=1;
   camouflage=0.750000;
   armor=3.400000;
   armorStructural=2.000000;
   armorHead=0.400000;
   armorBody=1.900000;
   armorHands=0.500000;
   armorLegs=0.500000;
   scope=public;
   side=1;
   vehicleclass="IMUC - USSF";
   namesound="blackop";
   displayname="USSF - NEW MODEL";   
   imuc_ussf_wounds
      
         class animations
         {
            class sunglasses
            {
            type="rotation";
            animPeriod=0.01;
            selection="brain";
            axis="axis_sunglasses";
            angle0=0;
            angle1=2.00000;
         
            };
         };


         class useractions
         {
            class takeoff_sunglasses
               {
               displayname="take off sunglasses";
               position="brain";
               radius="0.1";
               condition="this animationphase ""sunglasses"" == 0";
               statement="this animate [""sunglasses"",1]";
               };

            class puton_sunglasses
               {
               displayname="put on sunglasses";
               position="brain";
               radius="0.1";
               condition="this animationphase ""sunglasses"" == 1";
               statement="this animate [""sunglasses"",0]";
               };
         };
         class EventHandlers
         {
         Init="[_this select 0] exec ""\hm_ussf\sc\init.sqs"";";
         };   


};

class imuc_ussf_neu2: SoldierWB
   {
   displayname="USSF - NEW MODEL 2";
   model="\hm_ussf\ussf_neu2.p3d";
   accuracy="3.00000000";
   hiddenselections[]={"sunglasses","sunglasses_glass","bloodpatch","armpatch_l", "armpatch_r"};
   weapons[]={"throw","put","imuc_durango2004","GlockS","nvgoggles","binocular"};
   magazines[]={"imuc_durango2004_mag","imuc_durango2004_mag","imuc_durango2004_mag","imuc_durango2004_mag","imuc_durango2004_mag","Glocksmag","Glocksmag","Glocksmag","Glocksmag"};
   sensitivity=1.25;
   nightVision=1;
   camouflage=0.750000;
   armor=3.400000;
   armorStructural=2.000000;
   armorHead=0.400000;
   armorBody=1.900000;
   armorHands=0.500000;
   armorLegs=0.500000;
   scope=public;
   side=1;
   vehicleclass="IMUC - USSF";
   namesound="blackop";
   

   class animations
   {
   class goggles
      {
      type="rotation";
      animPeriod=0.4;
      selection="goggles";
      axis="goggles_axis";
      angle0=0.7600;
      angle1=0;
      };
   class sunglasses
      {
      type="rotation";
      animPeriod=0.01;
      selection="brain";
      axis="axis_sunglasses";
      angle0=0;
      angle1=2.00000;
      };
   };

   
   class useractions
   {
   class lowergoggles
      {
      displayname="lower goggles";
      position="brain";
      radius="0.1";
      condition="this animationphase ""goggles"" == 0";
      statement="this animate [""goggles"",1]";
      };
   class raisegoggles
      {
      displayname="raise goggles";
      position="brain";
      radius="0.1";
      condition="this animationphase ""goggles"" == 1";
      statement="this animate [""goggles"",0]";
      };

      class takeoff_sunglasses
      {
      displayname="take off sunglasses";
      position="brain";
      radius="0.1";
      condition="this animationphase ""sunglasses"" == 0";
      statement="this animate [""sunglasses"",1]";
      };

      class puton_sunglasses
      {
      displayname="put on sunglasses";
      position="brain";
      radius="0.1";
      condition="this animationphase ""sunglasses"" == 1";
      statement="this animate [""sunglasses"",0]";
      };

   };
   class EventHandlers
   {
   Init="[_this select 0] exec ""\hm_ussf\sc\init.sqs"";";
   };   

};


class imuc_ussf_neu3: SoldierWB
{
   hiddenselections[]={"sunglasses","sunglasses_glass","bloodpatch"};
   accuracy="3.00000000";
   weapons[]={"throw","put","M21","GlockS","nvgoggles","binocular"};
   magazines[]={"M21","M21","M21","M21","M21","M21","Glocksmag","Glocksmag","Glocksmag","Glocksmag", "smokeshell"};
   sensitivity=1.25;
   model="\hm_ussf\ussf_neu3.p3d"
   nightVision=1;
   camouflage=0.750000;
   armor=3.400000;
   armorStructural=2.000000;
   armorHead=0.400000;
   armorBody=1.900000;
   armorHands=0.500000;
   armorLegs=0.500000;
   scope=public;
   side=1;
   vehicleclass="IMUC - USSF";
   namesound="blackop";
   displayname="USSF - NEW MODEL 3";   
   
      
         class animations
         {
            class sunglasses
            {
            type="rotation";
            animPeriod=0.01;
            selection="brain";
            axis="axis_sunglasses";
            angle0=0;
            angle1=2.00000;
         
            };
         };


         class useractions
         {
            class takeoff_sunglasses
               {
               displayname="take off sunglasses";
               position="brain";
               radius="0.1";
               condition="this animationphase ""sunglasses"" == 0";
               statement="this animate [""sunglasses"",1]";
               };

            class puton_sunglasses
               {
               displayname="put on sunglasses";
               position="brain";
               radius="0.1";
               condition="this animationphase ""sunglasses"" == 1";
               statement="this animate [""sunglasses"",0]";
               };
         };
         class EventHandlers
         {
         Init="[_this select 0] exec ""\hm_ussf\sc\init.sqs"";";
         };   


};

class imuc_ussf_neu4: SoldierWB
{
   hiddenselections[]={"sunglasses","sunglasses_glass","bloodpatch"};
   accuracy="3.00000000";
   weapons[]={"throw","put","AK74","GlockS","nvgoggles","binocular"};
   magazines[]={"AK74","Glocksmag","Glocksmag","Glocksmag","Glocksmag"};
   sensitivity=1.25;
   model="\hm_ussf\ussf_neu4.p3d"
   nightVision=1;
   camouflage=0.750000;
   armor=3.400000;
   armorStructural=2.000000;
   armorHead=0.400000;
   armorBody=1.900000;
   armorHands=0.500000;
   armorLegs=0.500000;
   scope=public;
   side=1;
   vehicleclass="IMUC - USSF";
   namesound="blackop";
   displayname="USSF - NEW MODEL 4";   
   
      
         class animations
         {
            class sunglasses
            {
            type="rotation";
            animPeriod=0.01;
            selection="brain";
            axis="axis_sunglasses";
            angle0=0;
            angle1=2.00000;
         
            };
         };


         class useractions
         {
            class takeoff_sunglasses
               {
               displayname="take off sunglasses";
               position="brain";
               radius="0.1";
               condition="this animationphase ""sunglasses"" == 0";
               statement="this animate [""sunglasses"",1]";
               };

            class puton_sunglasses
               {
               displayname="put on sunglasses";
               position="brain";
               radius="0.1";
               condition="this animationphase ""sunglasses"" == 1";
               statement="this animate [""sunglasses"",0]";
               };
         };
         class EventHandlers
         {
         Init="[_this select 0] exec ""\hm_ussf\sc\init.sqs"";";
         };   


};

class imuc_ussf_neu5: SoldierWB
{
   hiddenselections[]={"sunglasses","sunglasses_glass"};
   accuracy="3.00000000";
   weapons[]={"throw","put","imuc_m24","GlockS","nvgoggles","binocular"};
   magazines[]={"imuc_m24mag", "imuc_m24mag", "imuc_m24mag", "imuc_m24mag", "Glocksmag", "Glocksmag", "Glocksmag", "Glocksmag"};
   sensitivity=1.25;
   model="\hm_ussf\ussf_neu5.p3d"
   nightVision=1;
   camouflage=0.750000;
   armor=3.400000;
   armorStructural=2.000000;
   armorHead=0.400000;
   armorBody=1.900000;
   armorHands=0.500000;
   armorLegs=0.500000;
   scope=public;
   side=1;
   vehicleclass="IMUC - USSF";
   namesound="blackop";
   displayname="USSF - NEW MODEL 5";   
   imuc_ussf_wounds
      
         class animations
         {
            class sunglasses
            {
            type="rotation";
            animPeriod=0.01;
            selection="brain";
            axis="axis_sunglasses";
            angle0=0;
            angle1=2.00000;
         
            };
         };


         class useractions
         {
            class takeoff_sunglassesd
               {
               displayname="take off sunglasses";
               position="brain";
               radius="0.1";
               condition="this animationphase ""sunglasses"" == 0";
               statement="this animate [""sunglasses"",1]";
               };

            class puton_sunglasses
               {
               displayname="put on sunglasses";
               position="brain";
               radius="0.1";
               condition="this animationphase ""sunglasses"" == 1";
               statement="this animate [""sunglasses"",0]";
               };
         };
         class EventHandlers
         {
         Init="[_this select 0] exec ""\hm_ussf\sc\init.sqs"";";
         };   


};

class SoldierWSniper: SoldierWB {};
class imuc_ussf_ghilie: SoldierWSniper
{
   accuracy="3.00000000";
   sensitivity=1.25;
   model="\hm_ussf\ussf_neu_ghillie.p3d"
   nightVision=1;
   camouflage=0.020000;
   armor=3.400000;
   armorStructural=2.000000;
   armorHead=0.400000;
   armorBody=0.400000;
   armorHands=0.400000;
   armorLegs=0.400000;
   scope=public;
   side=1;
   vehicleclass="IMUC - USSF";
   namesound="sniper";
   displayname="USSF - Ghillie suit";
   weapons[]={"throw","put","imuc_m24_bipod","GlockS","nvgoggles","binocular"};
   magazines[]={"imuc_m24mag", "imuc_m24mag", "imuc_m24mag", "imuc_m24mag", "Glocksmag", "Glocksmag", "Glocksmag", "Glocksmag", "smokeshell" };
};



};

we're looking for members: IM:UC MOD

Offline Planck

  • Honoured
  • Former Staff
  • ****
  • I'm never wrong ....I'm just not always right !
Re:what makes a model unstable???
« Reply #7 on: 28 Dec 2004, 02:43:45 »
Try editing their cfgModels definition, but only include those sections that they actually use.


EDIT:  Sort of like this:
Code: [Select]
class ussf_neu: man
      {
      sections[] =
        {
            "sunglasses",
            "sunglasses_glass",
            "head injury",
            "body injury",
            "l arm injury",
            "r arm injury",
            "p arm injury",
            "l leg injury",
            "r leg injury",
            "p leg injury",
            "hlava",
            "krk",
            "zasleh",
            "bloodpatch",
            "armpatch_l",
            "armpatch_r"
        };
      sectionsInherit=Head;
      };

  class ussf_neu2: man
      {
      sections[] =
        {
       "blah",
            "blah",
            "blah",
            "blah"
   };
      sectionsInherit=Head;
      };
  class ussf_neu3: man
      {
      sections[] =
        {
       "blah",
            "blah",
            "blah",
            "blah"
   };
      sectionsInherit=Head;
      };
  class ussf_neu4: man
      {
      sections[] =
        {
       "blah",
            "blah",
            "blah",
            "blah"
   };
      sectionsInherit=Head;
      };
  class ussf_neu5: man
      {
      sections[] =
        {
       "blah",
            "blah",
            "blah",
            "blah"
   };
      sectionsInherit=Head;
      };
  class ussf_neu_ghillie: man
      {
      sections[] =
        {
       "blah",
            "blah",
            "blah",
            "blah"
   };
      sectionsInherit=Head;
      };

Also I think there is an extra comma in the sections list, I don't think there should be a comma after the last item.  I edited the above example.

Planck
« Last Edit: 28 Dec 2004, 03:07:23 by Planck »
I know a little about a lot, and a lot about a little.

Offline remcen

  • Contributing Member
  • **
  • a.k.a. hottentotten_mike
    • IM:UC
Re:what makes a model unstable???
« Reply #8 on: 28 Dec 2004, 03:09:55 »
Yep, done. i defined the sections for each model separately.
what happens now is the same thing as in the beginning: they work in 1st person and 3rd person view, no matter if player-controlled or not, BUT when imuc_ussf_neu3 and 4 are placed on the map together the game crashes again.  ???
i hit the hay now, looking forward to hearing from you tomorrow... here's the new cfgModels section:
Code: [Select]
class CfgModels
{
   class Default
   {
      sections[]={};
      sectionsInherit="";
   };
   class Man: Default {};
   class ussf_neu: man
      {
      sections[] =
         {
            "sunglasses",
            "sunglasses_glass",
            "head injury",
            "body injury",
            "l arm injury",
            "r arm injury",
            "p arm injury",
            "l leg injury",
            "r leg injury",
            "p leg injury",
            "hlava",
            "krk",
            "zasleh",
            "bloodpatch",
            "armpatch_l",
            "armpatch_r",
         };
      sectionsInherit=Head;
      };
   

   class ussf_neu2: man
      {
      
      sections[] =
         {
            "goggles_sel",
            "sunglasses",
            "sunglasses_glass",
            "head injury",
            "body injury",
            "l arm injury",
            "r arm injury",
            "p arm injury",
            "l leg injury",
            "r leg injury",
            "p leg injury",
            "hlava",
            "krk",
            "zasleh",
            "bloodpatch",
         };
      sectionsInherit=Head;
      };
      



   class ussf_neu3: man
      
      {
      sections[] =
         {
            "sunglasses",
            "sunglasses_glass",
            "head injury",
            "body injury",
            "l arm injury",
            "r arm injury",
            "p arm injury",
            "l leg injury",
            "r leg injury",
            "p leg injury",
            "hlava",
            "krk",
            "zasleh",
            "bloodpatch",
         };
      sectionsInherit=Head;
      };
      


   class ussf_neu4: man
      {
      sections[] =
         {
            "sunglasses",
            "sunglasses_glass",
            "head injury",
            "body injury",
            "l arm injury",
            "r arm injury",
            "p arm injury",
            "l leg injury",
            "r leg injury",
            "p leg injury",
            "hlava",
            "krk",
            "zasleh",
            "bloodpatch",
         };
      sectionsInherit=Head;
      };

   class ussf_neu5: man
      {
      sections[] =
         {
            "sunglasses",
            "sunglasses_glass",
            "head injury",
            "body injury",
            "l arm injury",
            "r arm injury",
            "p arm injury",
            "l leg injury",
            "r leg injury",
            "p leg injury",
            "hlava",
            "krk",
            "zasleh",
            "bloodpatch",
         };
      sectionsInherit=Head;
      };

   class ussf_neu_ghillie: man
      {
      sections[] =
         {
            
            "head injury",
            "body injury",
            "l arm injury",
            "r arm injury",
            "p arm injury",
            "l leg injury",
            "r leg injury",
            "p leg injury",
            "hlava",
            "krk",
            "zasleh",
         };
      sectionsInherit=Head;
      };

class weapon: default {};
class durango2004: weapon {};
class lifevest_n: weapon {};
class m24_b: weapon {};
class m24: weapon {};

class vehicle: Default {};
class ship: Vehicle {};
class lifevest_dummy: Ship {};
};
we're looking for members: IM:UC MOD

Offline Planck

  • Honoured
  • Former Staff
  • ****
  • I'm never wrong ....I'm just not always right !
Re:what makes a model unstable???
« Reply #9 on: 28 Dec 2004, 19:53:30 »
Ok remcen.

I had a better look at it and this is what I came up with so far:

1.   The section definitions in cfgModels all had a comma after the last item.......I removed them.

2.   I changed Head to "Head" in the cfgModels sectionInherit definitions. I'm not sure if it makes any difference, but you can always see.

3.   cfgPatches has imuc_ussf_ghillie in the units definition, but the  cfgVehicles class definition says imuc_ussf_ghilie. I changed the class name in cfgVehicles to imuc_ussf_ghillie.

4.   A general tidy up so I could read it better.    ;D

I have attached the file below rather than post it here again.

Maybe you can check that all your section names in the models are the same spelling as the ones in the config.

Let me know how it goes


Planck
« Last Edit: 28 Dec 2004, 19:54:53 by Planck »
I know a little about a lot, and a lot about a little.

Offline remcen

  • Contributing Member
  • **
  • a.k.a. hottentotten_mike
    • IM:UC
Re:what makes a model unstable???
« Reply #10 on: 29 Dec 2004, 20:35:51 »
no,  sorry, doesn't work unfortunately. same prob as before.  units work when place alone and cause CTD when placed together.
The only solution that i can think of atm is doing the models completely new, based on one of the stable models.
we're looking for members: IM:UC MOD

Offline Planck

  • Honoured
  • Former Staff
  • ****
  • I'm never wrong ....I'm just not always right !
Re:what makes a model unstable???
« Reply #11 on: 29 Dec 2004, 21:07:49 »
OK remcen,

Best of luck whatever you do with it.


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