====== ArmA 2 Shock Absorbers ====== [[https://www.pmctactical.org/forum/viewforum.php?f=50|ArmA 2 Forum]], [[:arma2|ArmA 2 Home]], [[arma2:config|ArmA 2 Config]], [[arma2:file_formats|ArmA 2 File Formats]], [[arma2:missions|ArmA 2 Missions]], [[arma2:modeling|ArmA 2 3D Modeling]], [[arma2:scripting|ArmA 2 Scripting]], [[arma2:terrain|ArmA 2 Terrain]], [[arma2:texturing|ArmA 2 Texturing]], [[arma2:tools|ArmA 2 Tools]] Vehicle shock absorbers. I believe the shock absorbers are using the wheels selection from O2 but are defined separately. model.cfg class Wheel_podkoloL1 { type = "translationY"; source = "damper"; selection = "podkoloL1"; axis = ""; memory = "false"; animPeriod = 0; minValue = -100; maxValue = 100; }; "selection = podkoloL1" being the wheel name in O2, so you would change that to whatever your wheel/damper is named. The class Wheel_podkoloL1 can also be called whatever you choose but I guess it needs to be the same as the wheels name in O2. So if you called it leftwheel in O2 you should call the class Wheel_leftwheel. The only part that moves up and down is the wheel itself (unless dampers have been modeled) so i think for BIS it was to save confusion calling them wheels. Something like: class Damper_L1 // This is just the name of the anim, I think you can call this whatever you like, you might as well try and see anyway. { type = "translationY"; // Obviously the direction of movement, so up and down source = "damper"; // Not really sure what this does but I guess it tells the anim its a damper, it also changes the name in buldozer if you test the anim selection = "podkoloL1"; // This will be the part you want to move up and down axis = ""; // Not needed for dampers so leave as is. memory = "false"; // Again leave as false or the dampers will remain where they are until changed rather than stick to the ground when possible animPeriod = 0; // the time the anim takes, just leave as is. minValue = -100; // This is the amount the dampers move, in reality they will never move by 100 but just leave it at that maxValue = 100; }; class Wheel_podkoloL2: Wheel_podkoloL1 // Use the previous damper as inheritance to save time { selection = "podkoloL2"; // Just say which wheel this anim is for };