ysandro 2 Posted July 14, 2012 Does anyone know where to take a class AnimationTypes, required in Config Editor? Share this post Link to post Share on other sites
ysandro 2 Posted July 18, 2012 Wonderful. On the official forum, no one knows where to get the official class for the official program. Share this post Link to post Share on other sites
Sealife 22 Posted July 18, 2012 Does anyone know where to take a class AnimationTypes, required in Config Editor? your question isnt clear . RTM animations or Keyframes for characters are all listed in the BIS wiki search Moves Other animation types and there sources are also available on Bis Wiki , search Sources To play RTM place a radio trigger and put MyUnitName SwitchMove "name of anim "; alternatively for Cutscene large anims MyUnitName PlayMove "name of anim "; For wehicle anims etc , far too vague a question Share this post Link to post Share on other sites
ysandro 2 Posted July 18, 2012 Thromp, thank you for trying to help me. I mean, that the program requires. There is no problem to write model.cfg from scratch. But for something also given a visual program, and I want to use it. Screenshot Also requires the class Default, but the problem is removed by adding class Default{ isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; in class CfgSkeletons or class Default{ sectionsInherit=""; sections[]={}; skeleton=""; class Animations{}; }; in class CfgModels. Share this post Link to post Share on other sites
Sealife 22 Posted July 18, 2012 (edited) ah ok , sorry i have never use this editor always problems for me . for default inherit its siple to place class Default; class mynewthing : Default { }; on Pdrive if installed correclty is default from which default is defined remember isDiscrete = 1; this is for user animations and vehicle thinsg , when make a character or RTM keyframe it will be isDiscrete = 0; class Rotation { type = "rotation"; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 1; }; class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; }; class CfgModels { class Default { sections[] = {}; sectionsInherit=""; skeletonName = ""; }; }; however if you have setup like p:\ysandro\mynewvehicle inside p:\ysandro\ you can place this Model.cfg from P drive here ( alternatively you can palce there very large one from Sample models) then this class animations come inside your own config like so class CfgSkeletons { class default; //Extended class thromp_horse_base : default { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "flrump","", "flshin","flrump", "flfoot","flshin", }; }; }; class Rotation; class CfgModels { class default; //Extended class thromp_horse : default { sectionsInherit = ""; sections[] = {"" }; skeletonName = "thromp_horse_base"; [b]class Animations[/b] { }; }; }; Edited July 18, 2012 by Thromp Share this post Link to post Share on other sites
ysandro 2 Posted July 18, 2012 (edited) With folders and drive its all right. The problem is visible in the screenshot. Yet I write the configs manually. 7 years ago I tried to make my own config editor for OFP, so that you can see the structure in the form of a tree and see inheritance in the form of a table. Failed to write reliable enough parser for the config import. So far no one has done such editor. Even the official does not work. Edited July 18, 2012 by YSandro Share this post Link to post Share on other sites
Sealife 22 Posted July 18, 2012 (edited) hmm i see point now just tested , it is problem in Editor itself not having these defined :( . Edited July 18, 2012 by Thromp Share this post Link to post Share on other sites
[aps]gnat 28 Posted July 22, 2012 Suggest you get rid of the "class Rotation" section at the front of definitions, thats no longer needed. Where you have "class blahblah : Rotation" Replace with class blahblah { type = "rotation"; etc etc Share this post Link to post Share on other sites