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rygugu

Cfgmovesmc problem

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Hi ALL

My RPG Reload Action. it doesn't work.???

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgMovesMC

{

class Actions

{

class NoActionsAll {};

class NoActions: NoActionsAll {};

class WeaponActions: NoActions

{

reloadRLRPG="ReloadRLRPG";

};

};

class Default {};

class DefaultDie: Default {};

class States

{

class Weapon: Default {};

class ReloadRLRPG: Weapon

{

file="\MyADDON\rpgLord.rtm";

speed=-4.0;

looped=false;

disableWeapons=true;

soundEnabled=false;

};

};

};

<span id='postcolor'>

and [reloadAction="ManActreloadRLRPG";]was inserted in class CfgWeapons.

Where is wrong? sad.gif

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You have not defined any connections between ReloadRLRPG and other moves. Without connections OFP does not know how (and from which moves) your animation can be accessed, and it is therefore not able to use it. Check for entries like

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

connectFrom[]={}; // after which state may be this one played

connectTo[]={}; // which state may be played after this one

interpolateWith[]={}; // which states may we interpolate with

interpolateTo[]={}; // which states may we interpolate with

interpolateFrom[]={}; // which states may we interpolate with

<span id='postcolor'>

Example:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class CrouchToCombat: Default

{

preload = true;

actions=CombatActions;

file=klekdostani.rtm;

speed=-0.4;

looped=false;

soundEnabled=false;

enableOptics=false;

connectFrom[]={Crouch,0.5};

connectTo[]={Combat,0.5};

interpolateTo[]={CombatDying,0.1,CombatDyingVer2,0.1,CombatDyingVer3,0.1};

};

<span id='postcolor'>

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THX Suma!!!!! biggrin.gif

I tried as follows.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgMovesMC

{

class Actions

{

class NoActionsAll {};

class NoActions: NoActionsAll {};

class WeaponActions: NoActions

{

reloadRLRPG="ReloadRLRPG";

};

};

class Default {};

class StandBase: Default {};

class LadderBase: StandBase {};

class LadderUpBase: LadderBase {};

class LadderDownBase: LadderBase {};

class DefaultDie: Default {};

class States

{

class Weapon: Default {};

class WeaponReloadAT: Weapon {};

class ReloadRLRPG: WeaponReloadAT

{

actions = WeaponActions;

file="\MyADDON\rpgLord.rtm";

speed=-4.0;

looped=false;

disableWeapons=true;

soundEnabled=false;

      connectFrom[]={Weapon,0.5};

      connectTo[]={Weapon,0.5};

interpolateTo[]={WeaponDead,0.1};

};

};

};

<span id='postcolor'>

However, it did not function. sad.gif

Muuuuuuu.

Don't I have you help once again?

I am sorry to be strange English.

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Don't someone have a good idea? sad.gif

PLZ-----------Help!!!! confused.gif

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this kind of sections are interestiong for my PB as well ... gonna digest it & give news if I find something useable.

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I changed in this way.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgMovesMC

{

class Actions

{

class NoActionsAll {};

class NoActions: NoActionsAll {};

class WeaponActions: NoActions

{

ReloadRLRPG="ReloadRLRPG";

};

};

class Default {};

class Weapon: Default {};

class States

{

class ReloadRLRPG: Weapon

{

actions = WeaponActions;

file="\MyAddon\rpgLord.rtm";

speed=-4.0;

looped=false;

disableWeapons=true;

soundEnabled=false;

connectFrom[]={Weapon,2};

connectTo[]={Weapon,2};

interpolateTo[]={WeaponDead,0.1};

};

};

};<span id='postcolor'>

In an editor, use of "Unit switchmove" reproduces animation.

However, even if it re-loads with AT, an effect does not show up. confused.gif

I am waiting for your advice.

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wink.gif My motion

rldact.jpg

OK. I think that I have understood about "class States".

But.About "class Actions", it does not understand in many cases.

Is defining new action as me possible?

For example

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Actions

{

class NoActionsAll {};

class NoActions: NoActionsAll {};

class WeaponActions: NoActions

{

reloadRLRPG="ReloadRLRPG";

};

};

<span id='postcolor'>

And I inserted [reloadAction="ManActreloadRLRPG";] in class CfgWeapons.However, it does not function. confused.gif

The existing action is changed. Or what should it really carry out for adding a new thing? sad.gif

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sad.gif Hi Summa could not thee register ANIMATION of recharge and that as unit holds weapons for mine of RPG-7, and that I tried nothing unit is received during recharge simplly costs(stands), Please.

Beforehand thanks.

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