stoppelhopser 0 Posted January 30, 2003 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? Share this post Link to post Share on other sites
stoppelhopser 0 Posted January 30, 2003 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. Share this post Link to post Share on other sites
Dschulle 0 Posted February 1, 2003 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  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! Share this post Link to post Share on other sites
stoppelhopser 0 Posted February 1, 2003 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... i skipped the animation thing though. i would have to animate the weapon proxy, but OFPAnim don´t allow it Share this post Link to post Share on other sites
Dschulle 0 Posted February 1, 2003 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 Share this post Link to post Share on other sites
stoppelhopser 0 Posted February 1, 2003 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 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... Share this post Link to post Share on other sites
maddogx 13 Posted February 1, 2003 Great! I was looking forward to a new version of OFPAnim. Share this post Link to post Share on other sites