Jump to content
Sign in to follow this  
ysandro

AnimationTypes

Recommended Posts

Does anyone know where to take a class AnimationTypes, required in Config Editor?

Share this post


Link to post
Share on other sites

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
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

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

AnimationTypesRequired.png

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

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 by Thromp

Share this post


Link to post
Share on other sites

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 by YSandro

Share this post


Link to post
Share on other sites

hmm i see point now just tested , it is problem in Editor itself not having these defined :( .

0ff232e4a65994f5adf6a824761091bb_errored.JPG

Edited by Thromp

Share this post


Link to post
Share on other sites

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

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×