korzon 0 Posted November 11, 2002 Is there any method to animate weapon? i.e How it was made with "mortar" soldier (M16 + grenade)? I see one model M16 without grenade then loading animation, then model of M16 with grenade. If this is possible by proxy or anything we could create other weapon with grenade or realy animated RPG-7 or folding stock animation. any ideas? Korzon Share this post Link to post Share on other sites
MikkoFin 0 Posted November 12, 2002 I don't know about RPG-7 but we did add Rifle grenade (like mortar) to our Rk 95, and the reload animation works perfect. Share this post Link to post Share on other sites
korzon 0 Posted November 12, 2002 Where may I find your config.cpp and your addon? Maybe I will find the answer for my question. regards, Korzon Share this post Link to post Share on other sites
kegetys 2 Posted November 12, 2002 theres a property "modelSpecial" which is a model to be used when the weapon has a mag loaded. For example my RPG7 has: model="\KEGrpg7\KEGrpg7e"; modelSpecial="\KEGrpg7\KEGrpg7"; where the KEGrpg7e is the model without the rocket and KEGrpg7 is the model with the rocket. btw. There seems to be a little bug with the modelSpecial feature, the modelspecial models never have a shadow. Share this post Link to post Share on other sites
korzon 0 Posted November 13, 2002 So there are two models, one without grenade another one with grenade loaded. When specified command is called (i.e.load grenade) models are switched. When weapon is fired models are switched again - that's how I understood. Where those comands are defined, we could change them to another action? I thinked about folding stock or opened bipod. If it may be redefined not only to grenade loading/launching function it may be possible. What you think about? If it is limited to grenade loading/launcing animation, please, would you like past bigger part of config? I would like make KbkAKgn (Polish AK 47 modified to launching grenades) and some RPG's best regards, Korzon Share this post Link to post Share on other sites
korzon 0 Posted November 14, 2002 I'm still searching a method for weapon animation and looked at config where I see doors animation. It works only for houses or someone tested then it works also for weapons or vehicles? regards, Korzon Share this post Link to post Share on other sites
soul_assassin 1750 Posted November 14, 2002 1)How do u define the transition animation? 2)What code is needed to define the action?? Share this post Link to post Share on other sites
korzon 0 Posted November 15, 2002 Well, those are my questions. I'm newbie in models editing and I'msearching the way to do animations for weapons (folding stock, opening bipod, etc) Korzon Share this post Link to post Share on other sites
Maslow 0 Posted November 15, 2002 hmm well I got another idea..... take a look at the commited config CFGMoves...... you'll find some interesting parts for example something like this: { actions=Reload file=\rocketlauncheraddonfolder\reloadani.rtm; speed=-12.0; looped=false; soundenabled=true; duty=RestDuty; interpolationspeed=2; connectFrom[]={CombatReloadMortarStart, 1}; connectTo[]={CombatReloadMortarEnd, 1}; interpolateTo[]={CombatReloadMortarEnd, 1}; }; That's the original Config part i modified a bit with those settings we would need for a RPG -like rocket launcher....... cy Share this post Link to post Share on other sites