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Double Doppler

Locality of animations

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Are user-made animations (defined in the model .cfg) multiplayer compatible by default? Or do they have to be defined public?

Edited by Double Doppler

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User animations are defined in the .CPP not model.cfg

to answer your wuestion best i can

class AnimationSources

{

class hide_chute

{

source = "user";

animPeriod = 0;

};

};

from .cpp so this must be global because we all see chutes close ?

useraction also for dvere because we see doors close

class AnimationSources

{

class door_1

{

source = "User";

animPeriod = 1;

};

about scripts in useractions that are triggered when <> parmaters

from Mi24_Base

class OpenRdoor

{

displayName = "Open Cargo Door";

position = "right cargo door";

radius = 1.6;

onlyForplayer = 0;

condition = "this animationPhase ""dvere_p_vrch"" < 0.5 && (getpos this select 2) < 3 && (speed this < 3) AND Alive(this)";

statement = "[this] exec ""ca\air2\Mi35\data\scripts\rdoorop.sqs""";

};

from this it would say yes this statement is triggered gobal , but i guess depends what script says ,i dont know it.

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user animations are defined in the .cpp not model.cfg

to answer your wuestion best i can

 class animationsources
{
class hide_chute
{
source = "user";
animperiod = 0;
};
};

from .cpp so this must be global because we all see chutes close ?

Useraction also for dvere because we see doors close

So you mean anything defined in the CPP is MP-global? (I'm new to configs, I previously had experience with SQF though)

What I mean is pivot anims, hide anims, etc all in the model cfg - they are global by default? And what your saying is that user animation sources are global by default because they are in the .CPP?

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I am not giving dfinitive answer because i dont know , however i think i can see myself that animations in doors and parachutes are MP because there is no other define other than in what you see there :).

so we have to presume that animations on buildings wepaons vehicles are global by there nature , however scripts that are triggered by the result of a useraction parameter may not be MP by default depending on how they are called i guess .

someone else maybe explain more but here my guess / knowledge ends.

my thhinking is that and we ar talking animations here i believe

animationsources {}

useractions {}

are global by default

however if you then ask a useraction

statement = "[this] exec ""ca\air2\Mi35\data\scripts\rdoorop.sqs""";

the code in this statement wont simply be global by default you still need to work MP magic probably.

I only think this because i myself am trying to figure out what cost it its to use sswitchmove and playmove animation over network :(

Edited by Thromp

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