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granQ

Internal weapons bay

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The bis helicopter got some neat internal weapons bay animations.

When looking at their model.cfg I see this.

			class RightHoldster
		{
			type="rotation";
			source="maxHoldsterValue";
			memory = 1;//by default
			animPeriod = 0;//Unknown
			selection="poklop_w_r";
			axis="";//"poklop_w_r_axis";//possibly
			minValue = 0.0;//rad 0.0
			maxValue = 1.0;//rad 57.29578
			minPhase = 0.0;//rad 0.0
			maxPhase = 1.0;//rad 57.29578
			angle0 = 0.0;//rad 0.0;
			angle1 = 0.0;//rad 0.0;
		};

source="maxHoldsterValue"; <- this one I don't find any information about?

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source="maxHoldsterValue"; <- this one I don't find any information about?

Probably related to this parameter in cfgWeapons:

holdsterAnimValue = 'VALUE';

e.g the ASRAAM Launcher:

class missiles_ASRAAM: MissileLauncher

{

displayName = "ASRAAM";

minRange = 300;

minRangeProbab = 0.025;

midRange = 2500;

midRangeProbab = 0.09;

maxRange = 9000;

maxRangeProbab = 0.01;

sound[] = {"A3\Sounds_F\weapons\Rockets\missile_2",1.12202,1.3,1000};

soundFly[] = {"A3\Sounds_F\weapons\Rockets\rocket_fly_2",1,1.5,700};

lockingTargetSound[] = {"\A3\Sounds_F\weapons\Rockets\locked_1",0.316228,1};

lockedTargetSound[] = {"\A3\Sounds_F\weapons\Rockets\locked_3",0.316228,2.5};

weaponSoundEffect = "DefaultRifle";

reloadTime = 0.1;

magazineReloadTime = 30;

magazines[] = {"2Rnd_AAA_missiles","2Rnd_AAA_missiles_MI02","4Rnd_AAA_missiles","4Rnd_AAA_missiles_MI02"};

holdsterAnimValue = 1;

weaponLockDelay = 3;

textureType = "semi";

};

I assume when a weapon/muzzle with a holdsterAnimValue equal to the maxValue of any animation using the maxHoldsterValue value source is selected, the animation is triggered.

I guess if you have a weapon 'A' with holdsterAnimValue = 0.5; and another weapon 'B' holdsterAnimValue = 1; in your config.cpp and in the model.cfg you have an anim 'X' with maxValue = 0.5; and anim 'Y' with maxValue = 1;, when you select weapon A the model will perform animation X, and when you switch to weapon B the model will perform animation Y.

Edited by da12thMonkey

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just tested it, apparently it doesn't work on UAV plane class but it seems to work fine on helicopter class.

So frustrating bis does things like this :/

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check the fired eventhandlers and see if it links to a script

values like that ( altho it does look engine based) are usually sent via a script like the muzzle effects used to do on a2 projectiles

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