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Simple way to force a turret to the forward position?

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I am building a reload animation sequence for my BRDM2 ATGM. The animation includes:

On magazine reload:

1. Reloading door opens,

2. The launcher rotates back into the "load" position

3. The turret rotates to the forward position

On magazine reload completion:

4. Reloading door closes

5. Launcher returns to the "ready" position

I can most all of it EXCEPT for #3. I cannot figure out how to animate the turret to the zero position. Here's what I'm using in the cfgAnimations section:

class launcher_rack_park

{

type="rotationX";

source="reloadMagazine";

selection="OtocHlaven";

axis="OsaHlavne";

animPeriod = 15;

minValue=0;

maxValue=0.1;

angle0="0";

angle1="rad 135";

};

class launcher_rack_deploy: launcher_rack_park

{

animPeriod = 4;

minValue=0.9;

maxValue=1;

angle0="0";

angle1="rad -135";

};

class launcher_hatch_up

{

type="rotationX";

source="reloadMagazine";

selection="launcher_hatch";

axis="launcher_hatch_axis";

animPeriod = 2;

minValue=0;

maxValue=0.1;

angle0="0";

angle1="rad 100";

};

class launcher_hatch_down: launcher_hatch_up

{

animPeriod = 10;

minValue=0.9;

maxValue=1;

angle0="0";

angle1="rad -100";

};

Using reloadMagazine as the source works great. What I get is the door opening and the launcher rack rotating back, but no turret spin! I need for it needs to return to the zero position.

Can this be animated via the cfgAnimations, or do I need to compose a complete script to do this?

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