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colonel_klink

More fun animation tutorials

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col. would u be interested in joing me in writing the second part of the Oxygen Manual? If so pleas tell me ur email, I used to have it but I think it got lost.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Colonel_Klink @ Dec. 08 2002,22:31)</td></tr><tr><td id="QUOTE">"NEW TUTORIAL" Animated helicopter undercarriage with 'gear up' warning sound at:

DC3D Computer Game Modelling Zone

Soul_Assassin, my email is:bawbwatt@hotmail.com<span id='postcolor'>

Hears a few questions for the two of you, since you both seem to be a bit in front of me with the animation side of things.

1/

Is it possible to hear "two" or "three" sounds for the landing gear. Say one for the external, and a set for the internal cockpit, one for gear up warning and another for gear down?

2/

Is it possible to tie an animation too the engine start command and height.

So for example Klink's SkyHawk canopy animation, the canopy is open even if the pilot is in the plane. But as soon as the engine is started the canopy closes. With the height part, this would be set to "0m" so that if the engine was turned off in flight for a quite running attack (which I've seem done and have done myself), the canopy wouldn't open.

Another example could be folded wings on any naval aircraft that has the feature. Thus the wings are folded up/back till the engine/s are started.

I hope you both have some possible answers to these.

DragoFire

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Thanks for the tutorials Colonel_Klink. I´ve tried the gear retracting tutorial myself and it works perfectly.

But I have a problem in the class EventHandler section:

class eventhandlers

{

{

init = [_this select 0] exec "\yourAddonName\gear.sqs"

};

If I put this into the game it gives me an error. But if I remove one of the two "{" it works just fine.

You should also check the link for the "Degrees to Radians convertor". No problem here because the formula you gave worked just fine.

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Hey shooter, what is it exactly bothering you with that code?

Here's how c++ works: for every { you must have a };, no more no less smile.gif.

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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">class eventhandlers

{

{

init = [_this select 0] exec "\yourAddonName\gear.sqs"

};

<span id='postcolor'>

should be:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">class eventhandlers

{

init = [_this select 0] exec "\yourAddonName\gear.sqs"

};

<span id='postcolor'>

Seems an extra curly '};' crept in.

FIXED: Seems UltraDev didn't upload the convertor. That's been rectified too.

The canopy closes when the aircraft reaches 50kph. Turning the engine off will not open the canopy if the aircraft's speed is greater 50kph.

Folding wings could be achieved by having them unfold when the aircraft reaches a certain speed as well. Say above 30kph so that you can taxi with the wings folded as long as the speed is kept under that speed. To avoid wings folding and unfolding as the speed varies, set the fold animation to only work when the aircraft is stopped.

I haven't been able to find an engine on engine off detection script yet.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Soul_Assassin @ Dec. 09 2002,02:38)</td></tr><tr><td id="QUOTE">Hey shooter, what is it exactly bothering you with that code?

Here's how c++ works: for every { you must have a };, no more no less smile.gif.<span id='postcolor'>

Heh well, I forgot to tell you that I have already tried to close it with another }; but it didn`t work either.

Hopefully Colonel_Klink fixed that.

Klink, I remember that in one of the patches (1.85 or 1.90) BIS released a new function "engineon" or "isengineon". I`m not in my computer so I can`t tell you right now.

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Colonel_Klink I found this on the list of improvements:

1.82 - New: Addons and scripting: Customizable event handlers for events: Killed, Hit, Dammaged, GetIn, GetOut, Init, Engine, Gear, Fuel, Fired, IncomingMissile.

And in the scripting reference it says:

Event handlers

Event handlers can be defined in unit config or by function addEventHandler. Multiple handlers can be attached at one time. Event handler types are defined below. Each handler receives arguments in _this, argument types and meaning are defined below.

"Engine" bool:engineState

I guess this means you can check the engine state by EventHandlers...

Hope it helps, I´ll let you do the rest.

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Thanks Sharpshooter.

I have incorporated the isengineon function to turn the nav lights off on my choppers. I will post the changes on the script soon.

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Guest BratZ

A little help on animations with the vertex's for the pivot points  (same goes for props and axis in general)

Had me baffled at first .Look at the two vertexs needed for an axis like a pin

If you pinned your selection in the middle the whole object would rotate around the center

If you pinned it on the edge the whole selection would swing

Folding wings is a good example...you want the wings to fold in the the middle seam,thats where the 2 points need to be...like a hinge

You would only select and animate the side you want to fold

To make a sliding looking animation you need to move the axis far away.And when setting the axis for animations be careful about putting them under the vehicle (sliding animations)

As I put some canopy axis below my plane and I was at -45m altitude before I even took off.And it messed up my landing gear and such.

So basically don't set any axis below your landcontact spots,it will mess with your altimeter

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