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TYsiEK

Configure .rtm animations

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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 ?

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Guest BratZ

Look at the biscamel.cpp that was just released

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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.

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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

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</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 !!!! biggrin.gif

One man who can think like someone who come from earth wink.gif .

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]";

};

};

};

};

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Why shouldnt it work with Air class? Animations work for all classes confused.gif ?

Anyway, hope someone will help us spot the bugs.

brsseb

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</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 confused.gif ?<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.

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</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 confused.gif ?<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

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So why this is inpossible ? Add-On makers need multiple animation. Actual OFP have a lot of limitations sad.gif . When BIS can fix this limitation ??

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</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 sad.gif . When BIS can fix this limitation ??<span id='postcolor'>

Let it go man....just..let it go. For your own mental healths sake tounge.gif

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