franze 196 Posted February 2, 2003 Fixed it, new question: How to move landing gear left or right during/after retracting? Share this post Link to post Share on other sites
franze 196 Posted February 2, 2003 Well I fixed it, but I don't have any clue what was wrong with it. I started from scratch and strangely enough, it works now. So, new question: after the gear has retracted, is there any possible way to make the gear move left or right during/after retraction? Share this post Link to post Share on other sites
Rastavovich 0 Posted February 2, 2003 Not possible, you can only use one animation per section (except on weapon turrets). Share this post Link to post Share on other sites
franze 196 Posted February 2, 2003 Ok then, heres another one: how do you get gear doors to function right? Ie, landing gear goes down, door opens and then closes when gear is down. Share this post Link to post Share on other sites
Rastavovich 0 Posted February 2, 2003 That is done by scripts in which the exact following of the animation is written. Look in the dkmm_animations.sqs of our comanche, there you can see some examples. Share this post Link to post Share on other sites
franze 196 Posted February 3, 2003 Ok, great, I'll check it out. Share this post Link to post Share on other sites
franze 196 Posted February 3, 2003 So how does this function: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #Retract_gear _chopper vehicleradio "dkmm_emotor" _chopper animate ["gear_ind",1] _chopper animate ["turn_gearL",1] _chopper animate ["turn_gearR",1] _chopper animate ["retract_rearwheel",1] @_chopper animationphase "turn_gearR" == 1 _chopper animate ["close_maingearlidR",1] @_chopper animationphase "turn_gearL" == 1 _chopper animate ["close_maingearlidL",1] exit #Extract_gear _chopper vehicleradio "dkmm_emotor" _chopper animate ["close_maingearlidL",0] _chopper animate ["close_maingearlidR",0] ~1.5 _chopper animate ["turn_gearL",0] _chopper animate ["turn_gearR",0] _chopper animate ["retract_rearwheel",0] _chopper animate ["gear_ind",0] exit <span id='postcolor'> I've tried the "animationphase" with little success. Do I need a extra animation to trigger the doors so that they will close at a certain point? Share this post Link to post Share on other sites
Rastavovich 0 Posted February 3, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I've tried the "animationphase" with little success. Do I need a extra animation to trigger the doors so that they will close at a certain point?<span id='postcolor'> No there are the @...statements for. The script checks there if a certain point of the animation has allready reached and continues then with the next animation. Share this post Link to post Share on other sites
franze 196 Posted February 3, 2003 So this line of code: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> @_chopper animationphase "turn_gearL" == 1 <span id='postcolor'> Would mean that the animation(s) below it would initialize after a second the "turn_gearL" animation is activated? Share this post Link to post Share on other sites
Rastavovich 0 Posted February 3, 2003 No, in config you define angle0 and angle1 of an animation. @_chopper animationphase "turn_gearL" == 1 means that the animation has to be at angle1 to go ahead in the script. animationphase "turn_gearL" == 0 (gear is extracted) animationphase "turn_gearL" == 1 (gear is retracted) You can check for every value between 0 and 1. For example: animationphase "turn_gearL" <= 0.5 Share this post Link to post Share on other sites
franze 196 Posted February 3, 2003 Ah, ok. I figured out what was wrong though - I was using "animate" in my config file rather than executing a script. Now the gear and gear doors function properly (although sometimes hitting "lower gear" and "retract gear" quickly will make the doors function improperly). Share this post Link to post Share on other sites
Rastavovich 0 Posted February 3, 2003 well, to avoid that make the actions only appear if the animation is completed. Can be done over the condition part of user actions. Share this post Link to post Share on other sites