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defk0n_NL

Actions do not get inherited?

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Im trying to modify a existing action in Arma 3 but whenever i do that, the whole class gets emptied and only shows my action, anyone know why or how to resolve it? I think i made a syntax error or something.

class CfgPatches 
{
class animstest //Mod Name, no Spaces
{	
	requiredversion = 1.0;
	units[] = {""};
	weapons[] = {""};
	magazines[] = {""};
	requiredAddons[] = {"A3_ANIMS_F"};
};
};

class CfgMovesMaleSdr 
{	
class Actions {
	class RifleStandActions_gear {
		Gear = "AinvPercMstpSrasWrflDnon_async";
	};
};
class BlendAnims {
	handsWeapon[] = {"head",1,"neck1",1,"neck",1,"weapon",1,"LeftShoulder",1,"LeftArm",1,"LeftArmRoll",1,"LeftForeArm",1,"LeftForeArmRoll",1,"LeftHand",1,"LeftHandRing",1,"LeftHandPinky1",1,"LeftHandPinky2",1,"LeftHandPinky3",1,"LeftHandRing1",1,"LeftHandRing2",1,"LeftHandRing3",1,"LeftHandMiddle1",1,"LeftHandMiddle2",1,"LeftHandMiddle3",1,"LeftHandIndex1",1,"LeftHandIndex2",1,"LeftHandIndex3",1,"LeftHandThumb1",1,"LeftHandThumb2",1,"LeftHandThumb3",1,"RightShoulder",1,"RightArm",1,"RightArmRoll",1,"RightForeArm",1,"RightForeArmRoll",1,"RightHand",1,"RightHandRing",1,"RightHandPinky1",1,"RightHandPinky2",1,"RightHandPinky3",1,"RightHandRing1",1,"RightHandRing2",1,"RightHandRing3",1,"RightHandMiddle1",1,"RightHandMiddle2",1,"RightHandMiddle3",1,"RightHandIndex1",1,"RightHandIndex2",1,"RightHandIndex3",1,"RightHandThumb1",1,"RightHandThumb2",1,"RightHandThumb3",1,"Spine",1,"Spine1",1,"Spine2",1,"Spine3",1,"pelvis","MaskStart"};
};
class States
{	
	class AinvPercMstpSrasWrflDnon;
	class AinvPercMstpSrasWrflDnon_async: AinvPercMstpSrasWrflDnon  {
		mask = "handsWeapon";
		canBlendStep = 1;
	};
};
};

Whenever i load this mod, Actions only show RifleStandActions_gear where as normal it shows a lot of different ones. It basically breaks all animations and turns the character into T pose. It does not seem that CfgMovesMaleSdr > Actions has a parent class so i dont know why this is happening. Anyone have a suggestion?

Edited by defk0n_NL

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Im trying to modify a existing action in Arma 3 but whenever i do that, the whole class gets emptied and only shows my action, anyone know why or how to resolve it? I think i made a syntax error or something.

class CfgPatches 
{
class animstest //Mod Name, no Spaces
{	
	requiredversion = 1.0;
	units[] = {""};
	weapons[] = {""};
	magazines[] = {""};
	requiredAddons[] = {"A3_ANIMS_F"};
};
};

class CfgMovesMaleSdr 
{	
class Actions {
	class RifleStandActions_gear {
		Gear = "AinvPercMstpSrasWrflDnon_async";
	};
};
class BlendAnims {
	handsWeapon[] = {"head",1,"neck1",1,"neck",1,"weapon",1,"LeftShoulder",1,"LeftArm",1,"LeftArmRoll",1,"LeftForeArm",1,"LeftForeArmRoll",1,"LeftHand",1,"LeftHandRing",1,"LeftHandPinky1",1,"LeftHandPinky2",1,"LeftHandPinky3",1,"LeftHandRing1",1,"LeftHandRing2",1,"LeftHandRing3",1,"LeftHandMiddle1",1,"LeftHandMiddle2",1,"LeftHandMiddle3",1,"LeftHandIndex1",1,"LeftHandIndex2",1,"LeftHandIndex3",1,"LeftHandThumb1",1,"LeftHandThumb2",1,"LeftHandThumb3",1,"RightShoulder",1,"RightArm",1,"RightArmRoll",1,"RightForeArm",1,"RightForeArmRoll",1,"RightHand",1,"RightHandRing",1,"RightHandPinky1",1,"RightHandPinky2",1,"RightHandPinky3",1,"RightHandRing1",1,"RightHandRing2",1,"RightHandRing3",1,"RightHandMiddle1",1,"RightHandMiddle2",1,"RightHandMiddle3",1,"RightHandIndex1",1,"RightHandIndex2",1,"RightHandIndex3",1,"RightHandThumb1",1,"RightHandThumb2",1,"RightHandThumb3",1,"Spine",1,"Spine1",1,"Spine2",1,"Spine3",1,"pelvis","MaskStart"};
};
class States
{	
	class AinvPercMstpSrasWrflDnon;
	class AinvPercMstpSrasWrflDnon_async: AinvPercMstpSrasWrflDnon  {
		mask = "handsWeapon";
		canBlendStep = 1;
	};
};
};

Whenever i load this mod, Actions only show RifleStandActions_gear where as normal it shows a lot of different ones. It basically breaks all animations and turns the character into T pose. It does not seem that CfgMovesMaleSdr > Actions has a parent class so i dont know why this is happening. Anyone have a suggestion?

You're missing the inheritance for RifleStandActions_gear which should be:

class RifleStandActions_gear: RifleLowStandActions

You should also be setting your actions in class CfgMovesBasic with your animations being defined in CfgMovesMaleSdr : CfgMovesBasic.

For example:

class CfgMovesBasic
{
class Actions
{
	class RifleStandActions;
	class RifleStandEvasiveActionsF: RifleStandActions
	{
		getOver = "AovrPercMrunSrasWrflDf";
	};
	class RifleStandActionsRunF: RifleStandActions
	{
		getOver = "AovrPercMrunSrasWrflDf";
	};
	class RifleStandActionsJogF: RifleStandActions
	{
		getOver = "AovrPercMrunSrasWrflDf";
	};
	class RifleLowStandActions;
	class RifleLowStandActionsRunF: RifleLowStandActions
	{
		getOver = "AovrPercMrunSrasWrflDf";
	};
	class RifleLowStandActionsWlkFL: RifleLowStandActions
	{
		getOver = "AovrPercMrunSrasWrflDf";
	};
};
};

class CfgMovesMaleSdr: CfgMovesBasic
{
skeletonName = "OFP2_ManSkeleton";
gestures = "CfgGesturesMale";
class States
{
	class AmovPercMstpSrasWrflDnon;
	class AmovPercMrunSrasWrflDf: AmovPercMstpSrasWrflDnon
	{
		ConnectTo[] = {"AmovPercMrunSlowWrflDf",0.025};
		InterpolateTo[] = {"AovrPercMrunSrasWrflDf",0.202,"AovrPercMstpSrasWrflDf",0.22,"AmovPercMrunSlowWrflDf",0.025,"AmovPercMwlkSrasWrflDf",0.025,"AmovPknlMrunSrasWrflDf",0.03,"AmovPercMrunSlowWrflDf_AmovPpneMstpSrasWrflDnon",0.02,"AmovPercMevaSrasWrflDf",0.025,"AmovPercMrunSlowWrflDf_AmovPercMevaSrasWrflDl",0.05,"AmovPercMrunSlowWrflDf_AmovPercMevaSrasWrflDr",0.05,"AmovPercMrunSlowWrflDf_AmovPercMevaSrasWrflDb",0.05,"Unconscious",0.01,"AmovPercMtacSrasWrflDf",0.02,"AmovPercMrunSrasWrflDfl",0.02,"AmovPercMrunSrasWrflDfl_ldst",0.02,"AmovPercMrunSrasWrflDfr",0.02,"AmovPercMrunSrasWrflDfr_ldst",0.02,"AmovPercMstpSrasWrflDnon",0.02,"AmovPercMrunSrasWrflDl",0.02,"AmovPercMrunSrasWrflDbl",0.02,"AmovPercMrunSrasWrflDb",0.02,"AmovPercMrunSrasWrflDbr",0.02,"AmovPercMrunSrasWrflDr",0.02,"AmovPknlMstpSlowWrflDnon_relax",0.1,"AmovPercMrunSrasWrflDf_ldst",0.02,"AmovPercMrunSrasWrflDf",0.02};
	};
};
};

Edited by Kerc Kasha

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