Jump to content

Recommended Posts

Hi all. I made 2 animations for the crew in Blender. (for gunner in the usual position and for death).

 

 

Spoiler

AkOuBEm.png

 

Spoiler

BCRWZfH.png

 

 

 

I wrote a config in this way.

Spoiler


class CfgMovesBasic
{
	class DefaultDie;
	class ManActions
	{
		SG_ZSU57_Gunner = "SG_ZSU57_Gunner";
	};
};


class CfgMovesMaleSdr: CfgMovesBasic
{
	class States
	
	{
		class Crew;
		
			
		class SG_KIA_ZSU57_Gunner: DefaultDie
		{
			actions = "DeadActions";
			file = "\sg_vehicles\data\anim\sg_zsu_gunner_kia.rtm";
			speed = 1;
			looped = "false";
			terminal = "true";
			connectTo[] = {"Unconscious",0.1};
			soundEnabled = 0;
		};
		class SG_ZSU57_Gunner: Crew
		{
			file = "\sg_vehicles\data\anim\sg_zsu_gunner.rtm";
			disableWeapons = 0;
			disableWeaponsLong = 0;
			interpolateTo[] = {"SG_KIA_ZSU57_Gunner",1};
			leftHandIKCurve[] = {0.5};
			rightHandIKCurve[] = {0.5};
		};
		
	};
};

 

 

but when I go to the game, I see it - the crew shows just death animation

 

Spoiler

xGW1p4w.jpg

 

I saw that on vehicles that is inherited from Car_F, such a problem does not arise.

What I made a mistake?

 

Turret config

Spoiler

class MainTurret: NewTurret
			{
				
						
				
				
				//stabilizedInAxes = 4;
				outGunnerMayFire = 1;
				inGunnerMayFire = 1;
				body = "mainTurret";
				gun = "mainGun";
				gunnerGetInAction = "GetInHigh";
				gunnerGetOutAction = "GetOutHigh";
				gunBeg = "usti hlavne";
				gunEnd = "konec hlavne";
				soundServo[] = {"A3\sounds_f\dummysound",0.31622776,1,15};
				minElev = -4.5;
				maxElev = 85;
				minTurn = -360;
				maxTurn = 360;
				hasgunner = 1;
				gunnerOpticsModel = "\rhsafrf\addons\rhs_optics\vehicles\rhs_pzu5";
				gunnerOpticsEffect[] = {"OpticsCHAbera1","OpticsBlur2"};
				primaryGunner = 1;
				enableManualFire = 0;
				gunnerForceOptics = 0;
				
				class HitPoints
				{
					class HitTurret
					{
						armor = 2;
						material = -1;
						name = "vez";
						visual = "vez";
						passThrough = 0;
						minimalHit = 0.3;
						explosionShielding = 0.001;
						radius = 0.25;
					};
					class HitGun
					{
						armor = 0.6;
						material = -1;
						name = "zbran";
						visual = "";
						passThrough = 0;
						minimalHit = 0.13;
						explosionShielding = 0.001;
						radius = 0.25;
					};
				};
				
				memoryPointsGetInGunner = "pos gunner";
				memoryPointsGetInGunnerDir = "pos gunner dir";
				forceHideGunner = 0;
				viewGunnerInExternal = 1;
				startEngine = 0;
				memoryPointGun[] = {"barrel_pos_1","barrel_pos_2"};
				
				weapons[] = {"SG_S68"};
				magazines[] = {
					
					"SG_8Rnd_57mmHEFRAG","SG_8Rnd_57mmHEFRAG","SG_8Rnd_57mmHEFRAG","SG_8Rnd_57mmHEFRAG",
					"SG_8Rnd_57mmHEFRAG","SG_8Rnd_57mmHEFRAG","SG_8Rnd_57mmHEFRAG","SG_8Rnd_57mmHEFRAG",
					"SG_8Rnd_57mmHEFRAG","SG_8Rnd_57mmHEFRAG","SG_8Rnd_57mmHEFRAG","SG_8Rnd_57mmHEFRAG",
					"SG_8Rnd_57mmHEFRAG","SG_8Rnd_57mmHEFRAG","SG_8Rnd_57mmHEFRAG","SG_8Rnd_57mmHEFRAG",
					"SG_8Rnd_57mmHEFRAG","SG_8Rnd_57mmHEFRAG","SG_8Rnd_57mmHEFRAG","SG_8Rnd_57mmHEFRAG",
					
					"SG_8Rnd_57mmHEAT","SG_8Rnd_57mmHEAT","SG_8Rnd_57mmHEAT","SG_8Rnd_57mmHEAT",
					"SG_8Rnd_57mmHEAT","SG_8Rnd_57mmHEAT","SG_8Rnd_57mmHEAT","SG_8Rnd_57mmHEAT",
					"SG_8Rnd_57mmHEAT","SG_8Rnd_57mmHEAT","SG_8Rnd_57mmHEAT","SG_8Rnd_57mmHEAT",
					
				};
								
				gunnerAction = "vehicle_turnout_2";
				gunnerInAction = "SG_ZSU57_Gunner";
				ispersonturret = 1;
				
				class ViewOptics
				{
					initAngleX = 0;
					minAngleX = -30;
					maxAngleX = 30;
					initAngleY = 0;
					minAngleY = -100;
					maxAngleY = 100;
					initFov = 0.2;
					minFov = 0.058;
					maxFov = 0.2;
					visionMode[] = {"Normal"};
				};
				class ViewGunner
				{
					initAngleX = 0;
					minAngleX = -30;
					maxAngleX = 30;
					initAngleY = 0;
					minAngleY = -100;
					maxAngleY = 100;
					initFov = 0.7;
					minFov = 0.25;
					maxFov = 1.1;
				};
				
			class Turrets: Turrets
				{
					class CommanderOptics: NewTurret
					{
						proxyType = "CPCommander";
						proxyIndex = 1;
						primaryGunner = 0;
						primaryObserver = 1;
						gunnerName = "$STR_POSITION_COMMANDER";
						stabilizedInAxes = 0;
						commanding = 2;
						outGunnerMayFire = 1;
						inGunnerMayFire = 1;
						startEngine = 0;
						hasgunner = 1;
						viewGunnerInExternal = 1;
						gunnerForceOptics = 0;						
						forceHideGunner = 0;
						gunnerAction = "vehicle_turnout_2";
						gunnerInAction = "SG_ZSU57_Gunner";
						memoryPointsGetInGunner = "pos commander";
						memoryPointsGetInGunnerDir = "pos commander dir";
						ispersonturret = 1;
						
						class ViewGunner
						{
						initAngleX = 0;
						minAngleX = -30;
						maxAngleX = 30;
						initAngleY = 0;
						minAngleY = -100;
						maxAngleY = 100;
						initFov = 0.7;
						minFov = 0.25;
						maxFov = 1.1;
						};
					};
				};	
				
				
				
				
				
				
			

				//LODTurnedIn = 1000;
			//	LODTurnedOut= 1000;
				
					
				
							
			};

 

 

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×