nitro65 2 Posted November 28, 2013 (edited) having trouble with animation memory points not working in game , can only get animations to work with scripts addaction? Edited November 29, 2013 by NITRO65 Share this post Link to post Share on other sites
NightIntruder 710 Posted December 9, 2013 You can have an animation base on model.cfg, config.cpp only and the model itself. I will give you an example from working model which are cargo doors of heavy transport helicopter. Model.cfg SkeletonBones section class int73_mi6a_Skeleton: Helicopter { isDiscrete=1; skeletonInherit="Helicopter"; skeletonBones[]= { "ramp_leftdoor","", "ramp_rightdoor","" //note lack of comma at end of skeletonBones section }; }; Model.cfg Sections class int73_mi6a: Helicopter { skeletonName="int73_mi6a_Skeleton"; sectionsInherit=""; sections[]= { "ramp_leftdoor", // I am not sure if it is needed at all "ramp_rightdoor" // here in sections, just to be safe }; }; Model.cfg Animations class Animations { class ramp_leftdoor { type="rotation"; source = "user"; selection="ramp_leftdoor"; //part of the model to be animated axis="osa_leftdoor"; //2 points give an axis in memory LOD memory=true; animPeriod=6.0; sourceAddress="clamp"; minValue=0; maxValue=1; angle0=0; angle1="rad -40"; initPhase=0; }; class ramp_rightdoor: ramp_leftdoor //inheritance, { selection="ramp_rightdoor"; //you need to put here only those values axis="osa_rightdoor"; //which have to be changed angle0=0; angle1="rad 40"; }; }; Config.cpp AnimationSources class AnimationSources { class ramp_leftdoor { source = "user"; animPeriod = 6; initPhase = 0; }; class ramp_rightdoor //to simplify things you may inherit from class ramp_leftdoor since no values were changed { // ie.: class ramp_rightdoor: ramp_leftdoor {}; source = "user"; animPeriod = 6; initPhase = 0; }; }; Config.cpp UserActions class UserActions { class doors_close { displayName = "Close cargo doors"; position = "pos cargo"; //memory point where, in 5 m radius from that point action "Close cargo doors" is available radius = 5; condition = "(this animationPhase ""ramp_bottom"" < 0.1) AND (this animationPhase ""ramp_bottom2"" < 0.1) AND (this animationPhase ""ramp_leftdoor"" > 0.95) AND (this animationPhase ""ramp_rightdoor"" > 0.95)"; statement = "this animate [""ramp_leftdoor"", 0]; this animate [""ramp_rightdoor"", 0]; this say ""mi6doors_close"""; onlyforplayer = 0; priority = 5; showWindow = 0; }; class doors_open { displayName = "Open cargo doors"; position = "pos cargo"; radius = 5; condition = "(this animationPhase ""ramp_bottom"" < 0.1) AND (this animationPhase ""ramp_bottom2"" < 0.1) AND (this animationPhase ""ramp_leftdoor"" < 0.1) AND (this animationPhase ""ramp_rightdoor"" < 0.1)"; statement = "this animate [""ramp_leftdoor"", 1]; this animate [""ramp_rightdoor"", 1]; this say ""mi6doors_open"""; onlyforplayer = 0; priority = 5; showWindow = 0; }; }; Hope this help. Share this post Link to post Share on other sites
nitro65 2 Posted December 18, 2013 So does this cause the model to have actions menu in game, like open cargo door? if your at the action point that's described? In O2 memory lod. Share this post Link to post Share on other sites