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olli_

projectile animation on fire

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Is there a way to make a projectile play an animation when it is launched? I cant find any link between cfgAmmo and model.cfg

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missiles use proxies as models, and all the vanilla proxies dont have model.cfg at all.

If we are talking about missiles/bombs that change state when beeing carried on the model and fired, they are just 2 different models that get switched when fired.

I have not tried it, but it could be possible that you can write a model.cfg for a missile/projectile model, define bones and animations with source "user". This way you might be able to animate the projectile via script. There are no direct links to animation otherwise that i know of. Only the proxy switching for ordonance

	model = "\uraddon\Weapons\Proxies\missile\Proxy_flying";
	proxyShape = "\uraddon\Weapons\Proxies\missile\Proxy_mounted"; 

If you plan to unfold the wings of a regular sized missile - i don't think it's worth the efford. It's unnoticeable for users/bystanders because its so fast and small.

Edited by Fennek

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You can do it - need to define memory points on the model and type of anim in model.cfg. No need for a script.

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Hmmm if a script is not needed, where does the model.cfg get the animation source? I mean what do i put here

source = "wheel";

and also if i were to do this via script, how would i make the script run when the projectile is spawned? and how would I run the animation in the script without declaring the "user" input in class AnimationSources.

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I just used time as the source on that saw blade IIRC:

source = "time";

If you do it by script then you could attach a fired EH to the units (maybe use CBA for that) and grab the projectile with (_this select 6)

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im having some trouble getting the animations to run at all. Even in buldozer it wont let me run them.

here's my model.cfg; I really dont have much experience with this at all but maybe someone with some knowhow can spot a mistake in there

class CfgSkeletons
{
class Default
{
	isDiscrete=1;
	skeletonInherit="";
	skeletonBones[]={};
};
class OK_Projectile_skeleton: Default
{
	skeletonBones[]=
	{
		"projectile_fly",		"",
		"wingL",			"projectile_fly",
		"wingR",			"projectile_fly"
	};
};
};
class CfgModels
{
class Default
{
	sectionsInherit="";
	sections[]={};
	skeletonName="";
};
class OK_Projectile: Default
{
	skeletonName="OK_Projectile_skeleton";
	sections[]={};

	class Animations
	{
	   class wingL_main
		{
			type = "rotation";
			source = "time"; 
			selection = "wingL";
			axis = "wingL_axis"; 
			memory = true;
			sourceAddress = "loop";
			minValue = 0;
			maxValue = 1;
			angle0 = 0; 
			angle1 = "rad -360"; 
		}; 
	};
};
};

also i made a new folder and put both this model.cfg and the p3d there. Nothing else in that folder

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