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arma:modeling:model_config [2017/10/06 22:01] – http to https switch. snakemanarma:modeling:model_config [2024/08/01 09:39] (current) – links added. snakeman
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-====== Model Config ======+====== ArmA 1 Model Config ====== 
 + 
 +[[https://www.pmctactical.org/forum/viewforum.php?f=42|ArmA 1 Forum]], [[:arma|ArmA 1 Home]], [[arma:config|ArmA 1 Config]], [[arma:tools|ArmA 1 Tools]], [[arma:file_formats|ArmA 1 File Formats]], [[arma:missions|ArmA 1 Missions]], [[arma:modeling|ArmA 1 3D Modeling]], [[arma:terrain|ArmA 1 Terrain]], [[arma:texturing|ArmA 1 Texturing]], [[arma:scripting|ArmA 1 Scripting]] 
 + 
 +**ArmA 1** aka Armed Assault (ArmA)
  
 **Description** **Description**
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 There are model cfg files that do not relate directly to a specific model, but are used for the generic base class definitions, such as class Default. There are model cfg files that do not relate directly to a specific model, but are used for the generic base class definitions, such as class Default.
  
-The functionality of the animations has been extended, allowing to do in scripting what was done before using RTM animations. +The functionality of the animations has been extended, allowing to do in scripting what was done before using RTM animations.
 In addition, animation controllers were introduced, which allow for the control of different animations at the same time. This opens up possibilities like having several turrets on a tank. In addition, animation controllers were introduced, which allow for the control of different animations at the same time. This opens up possibilities like having several turrets on a tank.
  
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 <code> <code>
 //Declare base classes //Declare base classes
-class CarAnimations +class CarAnimations
 { {
  class IndicatorSpeed;  class IndicatorSpeed;
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 { {
  class Car; //Declare base class  class Car; //Declare base class
- class Vodnik: Car + class Vodnik: Car
  {  {
  sectionsInherit = "Car"; //Inherit all sections from class Car  sectionsInherit = "Car"; //Inherit all sections from class Car
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  };  };
  skeletonName = "Vodnik"; //Use the Vodnik skeleton  skeletonName = "Vodnik"; //Use the Vodnik skeleton
-  +
  class Animations: CarAnimations //Inherit from generic animations  class Animations: CarAnimations //Inherit from generic animations
  {  {
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 <code> <code>
-class CfgSkeletons  +class CfgSkeletons 
-+{
  class Car; //Define base class  class Car; //Define base class
- +
  class Vodnik: Car  class Vodnik: Car
  {  {
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 This segment is part of class cfgModels and defines all animations used by the model. This segment is part of class cfgModels and defines all animations used by the model.
  
-<code>  +<code> 
-class Animations +class Animations
 { {
  class FrontWheelR  class FrontWheelR
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 | aileronB | The bottom speed brake as opening ailerons | Airplane | | aileronB | The bottom speed brake as opening ailerons | Airplane |
 | aileronT | The top speed brake as opening ailerons | Airplane | | aileronT | The top speed brake as opening ailerons | Airplane |
-| aoa | The Angle Of Attack | Airplane | +| aoa | The Angle Of Attack | Airplane |
 | elevator | The elevators | Airplane | | elevator | The elevators | Airplane |
 | flap | The flaps | Airplane | | flap | The flaps | Airplane |
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  //Used by animations called Door1, which don't define the source  //Used by animations called Door1, which don't define the source
  //parameter or by animations that define source Door1;  //parameter or by animations that define source Door1;
- class Door1 + class Door1
  {  {
  source = "user"; //The controller is defined as a user animation  source = "user"; //The controller is defined as a user animation
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 You can find a howto for the CfgModels (a working attack helicopter) as well as a howto on cfgModels & cfgSkeletons with additional description and examples. You can find a howto for the CfgModels (a working attack helicopter) as well as a howto on cfgModels & cfgSkeletons with additional description and examples.
 +
arma/modeling/model_config.1507327280.txt.gz · Last modified: 2017/10/06 22:01 by snakeman

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