olli_ 13 Posted October 10, 2014 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 Share this post Link to post Share on other sites
x3kj 1247 Posted October 12, 2014 (edited) 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 October 12, 2014 by Fennek Share this post Link to post Share on other sites
das attorney 858 Posted October 12, 2014 You can do it - need to define memory points on the model and type of anim in model.cfg. No need for a script. Share this post Link to post Share on other sites
olli_ 13 Posted October 14, 2014 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. Share this post Link to post Share on other sites
das attorney 858 Posted October 14, 2014 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) Share this post Link to post Share on other sites
olli_ 13 Posted October 14, 2014 hmm alright thanks ill try these Share this post Link to post Share on other sites
olli_ 13 Posted October 14, 2014 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 Share this post Link to post Share on other sites