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Kydoimos

Getting custom RTM animation into A3

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Hi there,

Trying to get a briefing animation RTM file into the game - but have no idea how; specifically, how to get it into the config. I've found a couple of posts on the subject, but nothing that really delves into enough detail. If anyone has an example config for a briefing animation, or can give me a few pointers, it'd be massively appreciated! I'm very new to this aspect of modding :)

Huge thanks in advance!

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Ok - managed to get the animation into the game via Smookie's very helpful thread on animations. However, the unit that the animation is being played on doesn't have any arms and appears to be moving far too slowly! :P

Here's a link to the rtm file: https://www.dropbox.com/s/xzoob3kbdykg4te/Resist_cutscene_2_Drakon_1.rtm?dl=0

And this is what I have in the config.cpp:

class CfgMovesBasic; 

class CfgMovesMaleSdr: CfgMovesBasic 
{
skeletonName="OFP2_ManSkeleton"; 
gestures="CfgGesturesMale"; 
class States
{
	class AmovPercMstpSrasWrflDnon;
	class Drakon_Briefing : AmovPercMstpSrasWrflDnon
	{
		looped = 0; 
		speed = -500; 
		file = "\Resist\Animations\Resist_cutscene_2_Drakon_1"; 
		canBlendStep = 0; 
		minPlayTime= 1; 
		InterpolateTo[] = 
			{
				"AmovPercMstpSrasWrflDnon", 0  
			};
	}
}
}

Can any brave soul out there help? :D

---------- Post added at 18:50 ---------- Previous post was at 18:18 ----------

Obviously, from the config entry, you can probably gather I have absolutely no idea what I'm doing :p

---------- Post added at 19:10 ---------- Previous post was at 18:50 ----------

Huzzah - got there! Just need to edit the speed!

class CfgMovesBasic; 
class CfgMovesMaleSdr: CfgMovesBasic 
{
skeletonName="OFP2_ManSkeleton"; 
gestures="CfgGesturesMale"; 
class States
{
 class AovrPercMstpSnonWnonDf;
 class Drakon_Briefing : AovrPercMstpSnonWnonDf
 {
  file = "\Resist\Animations\Resist_cutscene_2_Drakon_1"; 
  looped=0;
  speed=-50;
  mask="BodyFull";
  leftHandIKBeg=0;
  leftHandIKCurve[]={};
  leftHandIKEnd=0;
  rightHandIKBeg=0;
  rightHandIKCurve[]={};
  rightHandIKEnd=0;
  weaponIK=0;
  enableOptics=0;
  showWeaponAim=0;
  disableWeapons=0;
  disableWeaponsLong=0;
  leaning="empty";
  aimingBody="empty";
  aiming="empty";
  forceAim=1;
  limitGunMovement=9.1000004;
  headBobMode=0;
  headBobStrength=0;
  canPullTrigger=0;
  enableDirectControl=0;
  weaponLowered=0;
  variantsPlayer[]={};
  variantsAI[]={};
  ConnectFrom[]=
  {};
  ConnectTo[]=
  {};
 }
}
}

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