soul_assassin 1750 Posted March 1, 2014 After rolling around in the slammer after not doing so for a long time I was shocked to see that the skirt armor plates move with inertia! Has anyone figured out how this is implemented?? Im assuming the key is in the model.cfg. Has anyone got the cfg of the slammer (Merkava or whatever)? Share this post Link to post Share on other sites
da12thMonkey 1943 Posted March 1, 2014 (edited) They're not PhysX-ed so much. They're just a couple of animations using some of the sources that were made for animating aircraft instruments source="gmeterY"; source="gmeterX"; and source="horizonBank"; (there's also a gmeterZ source in case you wondered) - AFAIK these sources have been around since Arma1 v.1.08 Relevant class animations from MBT_01_cannon_F.p3d (via Eliteness): class plates_1_y { type="rotationZ"; source="gmeterY"; memory = 1;//by default animPeriod = 0;//Unknown selection="plates_1"; axis="plates_1_axis";//*possibly* minValue = -0.5;//rad -28.64789 maxValue = 0.0;//rad 0.0 minPhase = -0.5;//rad -28.64789 maxPhase = 0.0;//rad 0.0 angle0 = 0.0;//rad 0.0; angle1 = 0.0;//rad 0.0; // AxisPos[] = {0.0,0.0,0.5235988}; // AxisDir[] = {0.0,4.2039e-045/*#DEN*/,7.1439585e+031}; // angle = 1.3006546e-008; // axisOffset = 6.067018e+023 }; class plates_2_y { type="rotationZ"; source="gmeterY"; memory = 1;//by default animPeriod = 0;//Unknown selection="plates_2"; axis="plates_2_axis";//*possibly* minValue = -0.5;//rad -28.64789 maxValue = 0.0;//rad 0.0 minPhase = -0.5;//rad -28.64789 maxPhase = 0.0;//rad 0.0 angle0 = 0.0;//rad 0.0; angle1 = 0.0;//rad 0.0; // AxisPos[] = {0.0,0.0,-0.5235988}; // AxisDir[] = {0.0,4.2039e-045/*#DEN*/,7.1439585e+031}; // angle = 3.2516365e-009; // axisOffset = 6.066834e+023 }; class plates_1_x { type="rotationZ"; source="gmeterX"; memory = 1;//by default animPeriod = 0;//Unknown selection="plates_1"; axis="plates_1_axis";//*possibly* minValue = 0.0;//rad 0.0 maxValue = 3.0;//rad 171.88734 minPhase = 0.0;//rad 0.0 maxPhase = 3.0;//rad 171.88734 angle0 = 0.0;//rad 0.0; angle1 = 0.0;//rad 0.0; // AxisPos[] = {0.0,0.0,0.0}; // AxisDir[] = {0.5235988,4.2039e-045/*#DEN*/,7.1439585e+031}; // angle = 1.3006546e-008; // axisOffset = 6.066834e+023 }; class plates_2_x { type="rotationZ"; source="gmeterX"; memory = 1;//by default animPeriod = 0;//Unknown selection="plates_2"; axis="plates_2_axis";//*possibly* minValue = -3.0;//rad -171.88734 maxValue = 0.0;//rad 0.0 minPhase = -3.0;//rad -171.88734 maxPhase = 0.0;//rad 0.0 angle0 = 0.0;//rad 0.0; angle1 = 0.0;//rad 0.0; // AxisPos[] = {0.0,0.0,-0.5235988}; // AxisDir[] = {0.0,4.2039e-045/*#DEN*/,7.1439585e+031}; // angle = 3.2516365e-009; // axisOffset = 1.7438263e+028 }; class plates_1_bank { type="rotationZ"; source="horizonBank"; memory = 1;//by default animPeriod = 0;//Unknown selection="plates_1"; axis="plates_1_axis";//*possibly* minValue = 0.0;//rad 0.0 maxValue = 2.9670596;//rad 170.0 minPhase = 0.0;//rad 0.0 maxPhase = 2.9670596;//rad 170.0 angle0 = 0.0;//rad 0.0; angle1 = 0.0;//rad 0.0; // AxisPos[] = {0.0,0.0,0.0}; // AxisDir[] = {2.9670596,4.2039e-045/*#DEN*/,7.1439585e+031}; // angle = 1.3006546e-008; // axisOffset = 1.7438263e+028 }; class plates_2_bank { type="rotationZ"; source="horizonBank"; memory = 1;//by default animPeriod = 0;//Unknown selection="plates_2"; axis="plates_2_axis";//*possibly* minValue = -2.9670596;//rad -170.0 maxValue = 0.0;//rad 0.0 minPhase = -2.9670596;//rad -170.0 maxPhase = 0.0;//rad 0.0 angle0 = 0.0;//rad 0.0; angle1 = 0.0;//rad 0.0; // AxisPos[] = {0.0,0.0,-2.9670596}; // AxisDir[] = {0.0,4.2039e-045/*#DEN*/,1.1769172e+027}; // angle = 3.530057e+009; // axisOffset = 3.0043482e+032 }; Edited March 1, 2014 by da12thMonkey Share this post Link to post Share on other sites
x3kj 1247 Posted March 1, 2014 They move but often it just doesn't look right like one would imagine, very robotic. It doesn't look like it's worth the efford. Share this post Link to post Share on other sites
soul_assassin 1750 Posted March 1, 2014 Ah ok thanks. Laaaammeee Share this post Link to post Share on other sites