granQ 293 Posted September 23, 2013 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? Share this post Link to post Share on other sites
da12thMonkey 1943 Posted September 23, 2013 (edited) 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 September 23, 2013 by da12thMonkey Share this post Link to post Share on other sites
granQ 293 Posted September 23, 2013 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 :/ Share this post Link to post Share on other sites
Sealife 22 Posted September 23, 2013 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 Share this post Link to post Share on other sites