hcpookie 3770 Posted July 12, 2011 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? Share this post Link to post Share on other sites