Brother Makabeus The Bullet 1 Posted January 1, 2020 Howdy! Guys i've stucked with animations sequence( The main thing is that it doesn't work correctly. Model.cfg: Quote ////model.cfg class cfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class ml_shabut_bunker_door : default { SkeletonBones[]= { "bunker_door","", "rod1", "bunker_door", "rod2", "bunker_door" }; }; }; class CfgModels { class Default { sections[] = {}; sectionsInherit=""; skeletonName = ""; }; class bunker_door:Default { skeletonName="ml_shabut_bunker_door"; sections[]= { }; class Animations { class bunker_door { type= rotation; source= user; memory = 1; selection= bunker_door; axis = bunker_door_axis; animPeriod = 1; minPhase=0; maxPhase=1; minValue=0; maxValue=1; angle0=0; angle1=-(rad 110); }; class rod1 { type= rotationz; source= user; memory = 1; selection = rod1; axis = rod1_axis; animPeriod = 1; minPhase=0; maxPhase=1; minValue= 0; maxValue=1; angle0=0; angle1=-(rad 120); }; class rod2 { type= rotationz; source= user; memory = 1; selection = rod2; axis = rod2_axis; animPeriod = 1; minPhase=0; maxPhase=1; minValue=0; maxValue=1; angle0=0; angle1=(rad 120); }; }; }; }; config.cpp: Quote class CfgPatches { class bunker_door { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Structures_F"}; }; }; class CfgVehicles { class House; class House_F: House { class DestructionEffects; }; class Ruins_F; class Land_bunker_door: House_F { displayName = "bunker_door"; model = \apalon\metro_a3\bunker_door\bunker_door.p3d; author = "Serega Kradun"; scope = 2; mapSize = 20.27; armor = 100000; animated = "true"; class AnimationSources { class bunker_door { source = "user"; animPeriod = 1; initPhase = 0; sound = ""; }; class rod1 { source = "user"; animPeriod = 1; initPhase = 0; sound = ""; }; class rod2 { source = "user"; animPeriod = 1; initPhase = 0; sound = ""; }; }; }; }; Important thing to mention is that i decided not using the "statements and conditions" because i'm planning to use this not only with doors. So what i did: I've created a mission, placed this door , and called it "dwer". in the ini field i wrote [this] execvm "bronedwer.sqf" bronedwer.sqf: [dwer, ["turn Rod1", {dwer animate ["rod1", 1];} ]] remoteExec ["addAction", 0, true]; [dwer, ["turn Rod2", {dwer animate ["rod2", 1];} ]] remoteExec ["addAction", 0, true]; if (((dwer animationPhase "rod1")<0.5) and ((dwer animationPhase "rod2")<0.5)) then { dwer setVariable ["rdy_2open", true, true]; waitUntil { dwer getVariable ["rdy_2open", true] }; }else{ hint "it is closed"; }; if ((isNil {dwer getVariable ["rdy_2open", true]})) then { [dwer, ["open!", {dwer animate ["bunker_door", 1];} ]] remoteExec ["addAction", 0, true]; }; As the result it didn't set needed variable. If i'm typing "dwer setVariable ["rdy_2open", true, true];" into debug console - action appears. =( I'm not an experienced one with Arma, especially in coding =( Thanks for any kind of info! Share this post Link to post Share on other sites
HorribleGoat 1464 Posted March 2, 2020 you would want to set all moving parts to use same animation source that is timed differently for different parts lets say the rods move from 0.0-0.5 and the rest of the door from 0.51-1.0 then when you use animateSource command on the door to play animation from 0 to 1 it will play the whole sequence on 1 command you can set the animations length in the config.cpp animationSources class for you AS for the door with the animperiod = X; parameter. Share this post Link to post Share on other sites