takeonmarslover 10 Posted July 20, 2013 I heard this was possible through the animate command, is this possible, if so, how? Share this post Link to post Share on other sites
Blitzer134 1 Posted July 20, 2013 (edited) this animate ["AddBenches", 0]; this animate ["addDoors",1]; Edited July 20, 2013 by Blitzer134 Share this post Link to post Share on other sites
takeonmarslover 10 Posted July 20, 2013 Thanks so much dude! Also how did you know it was that certain animate command, is there a config file for it or something? Share this post Link to post Share on other sites
MadocComadrin 12 Posted July 20, 2013 Keep in mind that this is only visual. You'll have to lock the cargo positions of the benches to prevent people from sitting where they used to be. Share this post Link to post Share on other sites
tonic-_- 53 Posted July 21, 2013 The full bit of code to transform one into a 'civilian' one is below. this animate ["addDoors",1]; this animate["addBenches",0]; this animate ["addTread",0]; this animate ["AddCivilian_hide",1]; this lockCargo [2,true]; this lockCargo [3,true]; this lockCargo [4,true]; this lockCargo [5,true]; As a source reference this is the animationSource for the chopper: class AnimationSources: AnimationSources { class AddDoors { source = "user"; animPeriod = 1e-006; initPhase = 0; }; class AddBenches { source = "user"; animPeriod = 1e-006; initPhase = 0; }; class BenchL_Up { source = "user"; animPeriod = 0.8; initPhase = 0; }; class BenchR_Up: BenchL_Up{}; class BenchL_Up_instant: BenchL_Up { animPeriod = 1e-007; }; class BenchR_Up_instant: BenchR_Up { animPeriod = 1e-007; }; class AddBackseats { source = "user"; animPeriod = 1e-006; initPhase = 1; }; class AddFLIR { source = "user"; animPeriod = 1e-006; initPhase = 0; }; class AddScreen1 { source = "user"; animPeriod = 1e-006; initPhase = 0; }; class AddHoldingFrame { source = "user"; animPeriod = 1e-006; initPhase = 0; }; class AddTread_Short { source = "user"; animPeriod = 1e-006; initPhase = 0; }; class AddTread { source = "user"; animPeriod = 1e-006; initPhase = 0; }; class AddGunHolder { source = "user"; animPeriod = 1e-006; initPhase = 0; }; class AddMusicUnit { source = "user"; animPeriod = 1e-006; initPhase = 1; }; class AddCivilian_hide { source = "user"; animPeriod = 1e-006; initPhase = -1; }; class GunL_Revolving { source = "user"; animPeriod = 1e-006; initPhase = 0; }; class GunR_Revolving: GunL_Revolving{}; class DoorL_Front_Open { source = "user"; animPeriod = 0.8; }; class DoorR_Front_Open { source = "user"; animPeriod = 0.8; }; class DoorL_Back_Open { source = "user"; animPeriod = 0.8; }; class DoorR_Back_Open { source = "user"; animPeriod = 0.8; }; class Muzzle_flash { source = "user"; animPeriod = 1e-006; }; class Missiles_revolving { source = "revolving"; weapon = "missiles_DAR"; }; class HitGlass1 { source = "Hit"; hitpoint = "HitGlass1"; raw = 1; }; class HitGlass2: HitGlass1 { hitpoint = "HitGlass2"; }; class HitGlass3: HitGlass1 { hitpoint = "HitGlass3"; }; class HitGlass4: HitGlass1 { hitpoint = "HitGlass4"; }; class HitGlass5: HitGlass1 { hitpoint = "HitGlass5"; }; class HitGlass6: HitGlass1 { hitpoint = "HitGlass6"; }; class HitGlass7: HitGlass1 { hitpoint = "HitGlass7"; }; class HitGlass8: HitGlass1 { hitpoint = "HitGlass8"; }; class HitGlass9: HitGlass1 { hitpoint = "HitGlass9"; }; class HitGlass10: HitGlass1 { hitpoint = "HitGlass10"; }; }; Share this post Link to post Share on other sites
Redphoenix 1540 Posted December 10, 2013 (edited) I am going to hijack this thread now: I don't quite get the doors on the Littlebird working. Having added the class AnimationSource, but it refuses to work if I call the animation ingame. Has something changed since this topic was started? Greetings Edited December 10, 2013 by RedPhoenix Share this post Link to post Share on other sites
lappihuan 178 Posted December 10, 2013 I think nothing changed on that. How do you call it ingame? Share this post Link to post Share on other sites
Redphoenix 1540 Posted December 10, 2013 With what Tonic said in his first quote. Download also this: http://forums.bistudio.com/showthread.php?152657-MH-9-Door-Control But that didn't work either. (you have to replace some classnames to get it working) Share this post Link to post Share on other sites
Mattar_Tharkari 10 Posted December 10, 2013 (edited) Having added the class AnimationSource, but it refuses to work if I call the animation ingame. The config already exists ingame - did you add it twice? All you need is the animation code in Tonic's first code block. UPDATE - no it's no longer working - doors, flir and screen no longer work. I will have a look at the config and see whats changed. Just compared todays config with one I generated in October - the correct lines still seem to be there in class Heli_Light_01_base_F : Helicopter_Base_H but I'm no expert on configs. Someone mentioned somewhere that animated doors are a WIP and that some things have been temporarily removed - maybe they will return next year??? Edited December 10, 2013 by Mattar_Tharkari Share this post Link to post Share on other sites
Redphoenix 1540 Posted December 10, 2013 I did, but it doesn't work. Share this post Link to post Share on other sites
anthonyfromtheuk 6 Posted December 10, 2013 doesnt this only work in DEV branch? Share this post Link to post Share on other sites
Redphoenix 1540 Posted December 10, 2013 Ah yeah, seems like it's a bug or something: http://feedback.arma3.com/view.php?id=16018 Dammit. Please fix BIS :< Share this post Link to post Share on other sites
Mattar_Tharkari 10 Posted December 10, 2013 ooooooh this was one of the good things about vehicle content - can't believe it was removed, terrible. Share this post Link to post Share on other sites