TYsiEK 0 Posted December 29, 2002 Hi guys. I need to have some config.cpp to configure new animation with new action. I mean new animation in rtm . Can someone write five lines for me ? Share this post Link to post Share on other sites
Guest BratZ Posted December 31, 2002 Look at the biscamel.cpp that was just released Share this post Link to post Share on other sites
NAA_Us_Marine 0 Posted December 31, 2002 its in bin format.... Share this post Link to post Share on other sites
Hobo Sniper 0 Posted December 31, 2002 go to A-Lone-Wolf's site. He has it decompiled so you can understand it... Share this post Link to post Share on other sites
NAA_Us_Marine 0 Posted January 1, 2003 yeah where is his website? Share this post Link to post Share on other sites
ExtracTioN 0 Posted January 1, 2003 here is a link to his page Lone Wolf's Site But he has not the cpp file from 1.91 he has 1.90 and low Share this post Link to post Share on other sites
TYsiEK 0 Posted January 1, 2003 Nooooooooooooooooo !!!!!! BIS camel have only rtm's from proxy positions !!!!! I mean new animations, new moves for my osprey. But there's only proxy rtm's. Share this post Link to post Share on other sites
brsseb 0 Posted January 1, 2003 Hi there. I cant give you a strait answer, but im trying to do the same thing. I have made a simple p3d file with a box-shape that have a rtm animation (just a box spinning). I want to be able to walk up to the object, and then start the animation using the action menu ("Open/Close Ramp"). This is what I have done so far in the config, but it wont work. But i think im nearly there so maybe someone can spot the bugs? class CfgPatches { class brugwagon { units[] = {brugwagon}; weapons[] = {}; requiredVersion = 1.0; }; }; #define SPEED_STATIC 1e10 class CfgMovesMC { class Default {}; class States { class MyAnimation: Default { file="\brugwagon\ani1.rtm"; speed=SPEED_STATIC; looped=0; }; }; }; /* CfgMovesMC class end*/ class CfgVehicles { class All {}; class Static: All {}; class Building: Static {}; class NonStrategic: Building {}; class TargetTraining: NonStrategic {}; class TargetGrenade: TargetTraining {}; class brugwagon: TargetGrenade { model="\brugwagon\brugwagon"; armor=20000; scope=2; displayName="Brugwagon Animated"; //animated=true; // hmmm.... class UserActions { class OpenRamp { displayName="Open Ramp"; position="02"; radius=18100; condition="this animationPhase ""brugwagon"" >= 0.5 and player distance this < 20"; statement="this animate [""MyAnimation"", 1]"; }; class CloseRamp { displayName="Close Ramp"; position="02"; radius=18100; condition="this animationPhase ""brugwagon"" < 0.5 and player distance this < 20"; statement="this animate [""MyAnimation"", 0]"; }; }; /* useraction class end*/ }; /*brugwagon class end*/ }; brsseb Share this post Link to post Share on other sites
TYsiEK 0 Posted January 1, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (brsseb @ Jan. 01 2003,12:16)</td></tr><tr><td id="QUOTE">Hi there. I cant give you a strait answer, but im trying to do the same thing. I have made a simple p3d file with a box-shape that have a rtm animation (just a box spinning). I want to be able to walk up to the object, and then start the animation using the action menu ("Open/Close Ramp"). This is what I have done so far in the config, but it wont work. But i think im nearly there so maybe someone can spot the bugs? class CfgPatches { class brugwagon { units[] = {brugwagon}; weapons[] = {}; requiredVersion = 1.0; }; }; #define SPEED_STATIC 1e10 class CfgMovesMC { class Default {}; class States { class MyAnimation: Default { file="\brugwagon\ani1.rtm"; speed=SPEED_STATIC; looped=0; }; }; }; /* CfgMovesMC class end*/ class CfgVehicles { class All {}; class Static: All {}; class Building: Static {}; class NonStrategic: Building {}; class TargetTraining: NonStrategic {}; class TargetGrenade: TargetTraining {}; class brugwagon: TargetGrenade { model="\brugwagon\brugwagon"; armor=20000; scope=2; displayName="Brugwagon Animated"; //animated=true; // hmmm.... class UserActions { class OpenRamp { displayName="Open Ramp"; position="02"; radius=18100; condition="this animationPhase ""brugwagon"" >= 0.5 and player distance this < 20"; statement="this animate [""MyAnimation"", 1]"; }; class CloseRamp { displayName="Close Ramp"; position="02"; radius=18100; condition="this animationPhase ""brugwagon"" < 0.5 and player distance this < 20"; statement="this animate [""MyAnimation"", 0]"; }; }; /* useraction class end*/ }; /*brugwagon class end*/ }; brsseb<span id='postcolor'> Exactly thank you very match man !!!! One man who can think like someone who come from earth . UPDATE Oh i think it's not working with air class like in the helicopter . This is my CPP // some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 class CfgPatches { class T_Osprey { units[] = {T_Osprey}; weapons[] = {}; requiredVersion = 1.91; }; }; class CfgMovesMC { class Default {}; class States { class Ospreyr11: Default { file="\T_Osprey\ospreyr1.rtm"; speed=22; looped=0; }; class Ospreyr22: Default { file="\T_Osprey\ospreyr2.rtm"; speed=22; looped=0; }; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Air: AllVehicles {}; class Helicopter: Air {}; class T_Osprey: Helicopter { vehicleClass = "Air"; Side=1; crew="SoldierWPilot"; accuracy=0.30; DisplayName = "T_Osprey"; mainRotorSpeed=5.000000; backRotorSpeed=5.000000; typicalCargo[]={"Soldier","Soldier","SoldierLAW","SoldierLAW"}; scope=2; driverAction="ManActUH60Pilot"; gunnerAction="ManActUH60Pilot"; gunnerUsesPilotView=1; soundEngine[]={"\T_Osprey\osprey.wss",0.316228,1}; Model="\T_Osprey\osprey.p3d"; transportSoldier = 25; maxSpeed=500; armor=110; weapons[]={}; magazines[]={}; nameSound="blackhawk"; fov=0.5; cost=10000000; type=VAir; threat[]={0.1, 0.8, 1.0}; animated=1; class Animations { class doors { type="rotation"; animPeriod=3; selection="doors"; axis="doorsoska"; angle0=0.100000; angle1=0.000000; }; class aramp { type="rotation"; animPeriod=3; selection="theramp"; axis="rampaxis"; angle0=0.000000; angle1=0.600000; }; }; class UserActions { class ChangeRotorEngine1 { displayName="ChangeRotor"; position="ChangeRotor"; radius=2.5; condition="this animationPhase ""T_Osprey"" >= 0.5 and player distance this < 20"; statement="this animate [""Ospreyr22"", 1] ; this animate [""Ospreyr11"", 1]"; }; class ChangeRotorEngine2 { displayName="ChangeRotorBack"; position="ChangeRotor"; radius=2.5; condition="this animationPhase ""T_Osprey"" < 0.5 and player distance this < 20"; statement="this animate [""Ospreyr22"", 1] ; this animate [""Ospreyr11"", 1]"; }; class Open { displayName="OpenDoors"; position="doors"; radius=2.5; condition="this animationPhase ""doors"" < 0.5"; statement="this animate [""doors"", 1]"; }; class Close { displayName="CloseDoors"; position="doors"; radius=2.5; condition="this animationPhase ""doors"" >= 0.5"; statement="this animate [""doors"", 0]"; }; class Openramp { displayName="OpenRamp"; position="doors"; radius=2.5; condition="this animationPhase ""aramp"" < 0.5"; statement="this animate [""aramp"", 1]"; }; class Closeramp { displayName="CloseRamp"; position="doors"; radius=2.5; condition="this animationPhase ""aramp"" >= 0.5"; statement="this animate [""aramp"", 0]"; }; }; }; }; Share this post Link to post Share on other sites
brsseb 0 Posted January 1, 2003 Why shouldnt it work with Air class? Animations work for all classes ? Anyway, hope someone will help us spot the bugs. brsseb Share this post Link to post Share on other sites
suma 8 Posted January 2, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (brsseb @ Jan. 01 2003,18:14)</td></tr><tr><td id="QUOTE">Why shouldnt it work with Air class? Animations work for all classes ?<span id='postcolor'> RTM animation tree (determined by line like moves=CfgMovesMC;) works only for simulation=soldier; . There is another RTM used for SCUD and parachute, but such rtms are hardcoded and have many limitations (like with SCUD: when SCUD is animated using rtm, no wheel animations are applied). Scripting command animate cannot be used to activate rtm animations, only animations defined in class Animations config section. Share this post Link to post Share on other sites
ExtracTioN 0 Posted January 2, 2003 So Suma a Osprey V-22 is it now possible or not with the current engine Share this post Link to post Share on other sites
brsseb 0 Posted January 2, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suma @ Jan. 02 2003,07:36)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (brsseb @ Jan. 01 2003,18:14)</td></tr><tr><td id="QUOTE">Why shouldnt it work with Air class? Animations work for all classes ?<span id='postcolor'> RTM animation tree (determined by line like moves=CfgMovesMC;) works only for simulation=soldier; . There is another RTM used for SCUD and parachute, but such rtms are hardcoded and have many limitations (like with SCUD: when SCUD is animated using rtm, no wheel animations are applied). Scripting command animate cannot be used to activate rtm animations, only animations defined in class Animations config section.<span id='postcolor'> Hehe, no mercy here, Suma. Well if it aint possible, I aint gonna waste more time on it. Thankz for this clear (if devastating) information. brsseb Share this post Link to post Share on other sites
TYsiEK 0 Posted January 2, 2003 So why this is inpossible ? Add-On makers need multiple animation. Actual OFP have a lot of limitations . When BIS can fix this limitation ?? Share this post Link to post Share on other sites
brsseb 0 Posted January 2, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (TYsiEK @ Jan. 02 2003,15:49)</td></tr><tr><td id="QUOTE">So why this is inpossible ? Add-On makers need multiple animation. Actual OFP have a lot of limitations . When BIS can fix this limitation ??<span id='postcolor'> Let it go man....just..let it go. For your own mental healths sake Share this post Link to post Share on other sites