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stoppelhopser

Custom animation class in config

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i am trying to put an animation made with OFPAnim into my addon.

i looked at the decrypted config cpp and started off like this:

class CfgMovesMC{};

class CfgMovesDX : CfgMovesMC{};

and in CfgVehicles i added:

class DX_Soldier : SoldierEB

{

moves="CfgMovesDX";

....

};

it works like that... evem though that doesn´t help much since my unit uses CfgMovesDX instead of CfgMovesMC, but as the one is derived from the other and nothing is overridden, it´s the same....

now i have to come to the point where i can define in my CfgMovesDX class:

class States

{

class Combat{};

class CombatDX : Combat

{.....

file="\myaddon\mymove.rtm";

};

};

now ofp keeps asking me for undefined members, like "NoActions.stop" aso....

i don´t get it...

any ideas?

crazy.gif

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well... never mind. figured it out myself.

it works like this:

class CfgMoves... //... put anything u like here

{

//paste everything from CfgMovesMC here

}

in CfgVehicles add to your soldier class:

class YourSoldier : SoldierEB

{

moves = "CfgMoves...";

}

override any animation classes u like and your units will follow it.

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nice, just worked on the same thing a few minutes ago.

Have you figured out a way for nice inheritance? Since the ConfigMoves class is very long  confused.gif

I allready moved out parts, which don't have to be changed and #included them.

But this way is far away from perfect! (config is 144Kb!wink.gif

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hi dschulle,

if i got Suma right then you have to copy all from CfgMovesMC to your config. i tried all i could imagine to inherit my class from the CfgMovesMC class but as i said above i got only errors about missing members until i just copied everything... confused.gif

i skipped the animation thing though. i would have to animate the weapon proxy, but OFPAnim don´t allow it crazy.gif

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A new version of OFP-Anim will be released today or tomorrow.

The new version offers a bunch of new features like:

- showing and edit proxys

- loading an enviroment model (to edit driver positions for example)

- setting animation time (for preview of final animation)

- interpolating between vertexes (no holes in model)

- interpolating between frames (like OFP does)

- Frame Manager to easily change frame timesteps, copy, mirror, move and delete frames

... some more smaller improvements...

I'm sorry for the delay and for posting a msg on our Site, that a new version will be out soon, which is quite a while ago, but now it is really soon wink.gif

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hey dschulle,

if you really release that new version i feel all that it was missing will be available! i am really looking foreward to it because ww2 units definitely need reworked anims so they hold carbines like carbines and not like assault rifles all the time... and ohhhhhhhhh... a copy and paste feature tounge.gif

ah, one more thing..

when i wrote my class i overrode the default anim. i am not sure now but this seems to mess it up a bit as all units initially kept turning and moving until i gave them orders or moved...

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Great! I was looking forward to a new version of OFPAnim.

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