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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Colonel_Klink @ Nov. 05 2002,08:11)</td></tr><tr><td id="QUOTE">True, but the reason the radius includes the pilot and copilot is to be able to close the doors once you board the helo. one way of getting the doors to open during flight would be to script them and use the Fire command to trigger a script inside the pbo.<span id='postcolor'>

Hey, that would be a neat idea. Change the gunner or commander into a loadmaster that can operate the doors.

All you need then, is a script that will disable the getin and getout when the doors are closed.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">All you need then, is a script that will disable the getin and getout when the doors are closed.<span id='postcolor'>

Now this is thinking smile.gif Why not script the getin getout commands to open and close the doors BEFORE the animation to getin/out takes place. Don't know if it could be done, but it is worth experimenting with.

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Is there an "animation" that makes textures disappear like "zasleh", but will allow the script define when it disappears or when it reappears? Thanks!

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Guest

Moving to Addon Config & Scripting smile.gif

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Can you do three objects animate in diferent axis at the same time with one action?

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Would it be possible to create a "real" bipod with animations? I mean, perhaps it's possible to define an animation on weapons. But a bipod has a function (supports barrel; mg3: helps compensating the recoil), so how can I simulate increased accuracy if </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">this animationPhase "mybipodanimation" > 0.9<span id='postcolor'> is true?

Is it possible to change variables of my weapon class (e.g. dispersion) "on the run" (i.e. ingame)?

Or perhaps do some kind of work-around? If I remember the OFP engine correctly accuracy...

 ...is increased if you lay down;

 ...is decreased after running around.

*?*

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Hope this is the thread to get an answer to my dilemma: I have a user action defined and a statement line that says what animation to perform. This is simple when there is only one animation, but I have four parts that animate together.

Think the line looks like this now:

statement = "this animate [""OpenDoor"", 1]";

How would I make it animate OpenWindow and another animation in the same instant?? What is the correct syntax? Or do I need to use a more complex approach, like event handlers?

Hope someone knows, it's the last thing I need to get my animated Antonov out there.

thanks,

Konyak

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Perhaps you could use multiple function calls?

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

statement = "this animate [""OpenDoor"", 1];this animate [""OpenWindow"", 1];this animate [""AnotherAnimation"", 1]";

<span id='postcolor'>

btw: Is it possible to animate the axis (memory points) of another animation?

(industrial robot -> rotate upper_arm and axis_forearm around axis_upper_arm; rotate forearm around axis_forearm)

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Hi

Im working on a comanche helicopter and is has some of its rockets hidden in the hull behind two doors on each side. When the user switches to the turret gun infront, the rocket panels close automatically to give the aircraft better stealhcharacteristisks, and open again when rockets are selected.

Is this possible to do in a script or something. Having these two doors open when a certain weapon is selected and closed when changed? This must be done quick and fully automatically.

brsseb (ofp.info/brsseb)

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (der bastler @ Nov. 09 2002,21:39)</td></tr><tr><td id="QUOTE">Perhaps you could use multiple function calls?

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

statement = "this animate [""OpenDoor"", 1];this animate [""OpenWindow"", 1];this animate [""AnotherAnimation"", 1]";

<span id='postcolor'>

btw: Is it possible to animate the axis (memory points) of another animation?

(industrial robot -> rotate upper_arm and axis_forearm around axis_upper_arm; rotate forearm around axis_forearm)<span id='postcolor'>

I tried that already, it comes up with an error: Statement already defined. Looks like it doesn't like many animations per statement. My hope was that I had the syntax wrong, or tha I'd need to create an event and then define an eventhandler that activates the other animations from the first one.

Animating axis points could be a problem, but I definately need to try that. My guess is that it's not possible, because it's a Memory lod point, not a resolution lod point. I don't think the game engine will animate anything in the memory lod, only fetch information from it. But worth the try. Might also confuse the engine because you'd call the point "axis upper arm" and then make another selection for it called "lower arm", that is using an axis point in the same lod called "axis lower arm" biggrin.gif

Konyak

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Well, some time ago I animated the roadway lod (should become a lifting ramp for cars; but you can't lift an empty car: it ignores the roadway lod), perhaps memory lod is possible, too!

Idea for multiple animation calls: try to execute a skript containing all necessary "this animate [that]" from inside an add-on.

(statement = "[this] exec [""animationcalls.sqs""]")

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A question for someone to help me out with.

I've got the animation for the landing-gear done and working the way I want (minus the placement of the axis).

And I've got the memory locations done for a second animation in the p3d file. But how do I get this second animation to work from within the action menu?

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class Animations

{class Ltouterwing

{type="rotation";

animPeriod=2;

selection="lt outerwing";

axis="lt wing axis";

angle0=0;

angle1=-1.55;};

class Rtouterwing

{type="rotation";

animPeriod=2;

selection="rt outerwing";

axis="rt wing axis";

angle0=0;

angle1=1.55;};

class LtGear

{type="rotation";

animPeriod=2;

selection="lt gear";

axis="axis gear lt";

angle0=0;

angle1=-1.55;};

class RtGear

{type="rotation";

animPeriod=2;

selection="rt gear";

axis="axis gear rt";

angle0=0;

angle1=-1.55;};

class NoseGear

{type="rotation";

animPeriod=2;

selection="nose gear";

axis="axis gear nose";

angle0=0;

angle1=-2.2;};};

class EventHandlers

{gear = "if (_this Select 1) then {(_this Select 0) Animate [""LtGear"", 0]; (_this Select 0) Animate [""RtGear"", 0]; (_this Select 0) Animate [""NoseGear"", 0]} else {(_this Select 0) Animate [""LtGear"", 1]; (_this Select 0) Animate [""RtGear"", 1]; (_this Select 0) Animate [""NoseGear"", 1]}";

foldwings = "if (_this Select 1) then {(_this Select 0) Animate [""Ltouterwing"", 0]; (_this Select 0) Animate [""Rtouterwing"", 0]} else {(_this Select 0) Animate [""Ltouterwing"", 1]; (_this Select 0) Animate [""Rtouterwing"", 1]}";

};<span id='postcolor'>

I hope someone can help me with this.

DragoFire

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How to make rotors animation ? I mean - when i press to some action the rototrs is active. But it's rotating every time, not one rotate.

Sorry for my bad English.

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Can someone say how to make for like a weapon recoil?.. How to put the axies, good "angle" value, distance with axies and such? Been working all day and tested so much but always spinns and stuff.. (ended up making a gattling gun wink.gif ) but i want to make a recoil.

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