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Gummi

Custom gunner animation

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in my config i have denified a new gunner proxy but ingame the gunner just does some strange anims.

anyone know how to get this working?

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Guest jacobaby

post what you have done.

Have you actually made the new anims as well and defined them as *.rtm's in the CPP??

TJ

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well it is in p3d format, does it need to be in rtm for a proxy?

anyway here is the proxy config part:

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

class CfgNonAIVehicles

{

class ProxyCrew{};

class ProxyDriver : ProxyCrew{};

class ProxyGunner : ProxyCrew{};

class ProxyCargo : ProxyCrew{};

class ProxyjeePdriver : ProxyDriver{};

class ProxyGMI_gunner : ProxyGunner{model="\pboname\GMI_gunner.p3d};

class ProxyjeePCodriver : ProxyCargo{};

};

<span id='postcolor'>

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Guest jacobaby

Ah I see.

Thats not the way we have been doing it, and so I dont have a clue how to help you, sorry.

BAS's Deadmeat will know though if you dont get another reply give him a buzz.

Sorry I cant help more.

TJ

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let me hazard a guess.....

1. u created a new gunner model.

2. u used this model as your proxy.

a. did u configure this gunner model with ofp's classes?

b. are u building a vehicle?

suspected problem( just a guess):-

a. as most vehicles comes with a default gunner, it could be that ofp overide your proxy and filled it with the defaulted ofp gunner or its animations, should your model gunner be not configured correctly.

Test:

a. remove your model and proxy in an original ofp figure as gunner and see its animation if it resembles what you are having.

b. place your modelled gunner in ofp mission editor and see if it functions as per other ofp figures or is it just a 'dummy' in a seating position. if dummy = not configure correctly or at all.

c. if it is just a dummy you should have no problem and no animation with it if you name it together with the other parts of the turret, eg seat.

for model animation it need to be rtm files. no animation option avaliable in O2 /p3d format

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you're kind of right philcommando...

but new animations cannot be set using a p3d file, all they are for is to give you the shape of the soldier model, so that you can position it properly in the vehicle model.

You need to grab the new anim tool (I will grab a link for you) and set the anims up using that tool. Until then your new gunner position will NOT function properly...

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here you go:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">OFP-Anim v0.98 is released.

New features:

- interpolating between frames

- vertexes are interpolated

- Frame Manipulator tool

- possibility to load an enviroment (e.g. Adjusting a driver position)

- proxys are shown

- tranparency for polygons and enviroment can be adjusted

... many bugs are removed

Sorry still no tut, only a short "how to start".

Since a large part of the program was restructed and the testing phase was very short, there might be still bugs, which I will try to solve fast, when reported.

Finally the Link: OFP-Anim V0.98 <span id='postcolor'>

Thats the basics of the tool... I suggest that you de-pbo the ANIM.pbo in the /dta folder, and see how BIS coded their anims...

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ok now when the anim is done i dont know how to make it work, and where to define it...

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Guest jacobaby

I think you define it under

class cfgmovesMC.

Again, DeadMeat is leading the way on this aspect......

TJ

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i did try the cfgmoves thing but when the game was starting and the codemaster logo was up the game always crashed, happened all the time.

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erm... well the best thing i can suggest for you to do is de-pbo the BIS CH-47, and see how they lay out the CFGMoves section in there...

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damn this is hard to understand. all the name, anim, time stuff

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

class CfgVehicleActions

{

ch47Gunner = "ch47Gunner";

};

class CfgMovesMC

{

class Default {};

class DefaultDie: Default {};

class States

{

class Driver: Default {};

#define VEH_DIE_CONN(Name,anim,time) \

class Name##Dying: DefaultDie \

{ \

actions = NoActions; \

file=anim##smrt.rtm; \

speed=-time; \

looped=false; \

soundEnabled=false; \

connectFrom[]={Name,1}; \

}; \

class Name##Dead: Name##Dying \

{ \

actions = DeadActions; \

file=anim##smrt2.rtm; \

speed=SPEED_STATIC; \

terminal = true; \

connectFrom[]={Name##Dying,1}; \

connectTo[]={DeadState,1}; \

}

#define VEHIN_MOVES_VAR(Name,anim,vartime) \

class Name: Driver \

{ \

file=anim##stat.rtm; \

speed=SPEED_STATIC; \

looped=true; \

variantsAI[]= {Name##V1,0.7,Name};\

interpolateWith[]={Name##V1,0.5};\

equivalentTo=Name; \

interpolationSpeed=1; \

connectTo[]={Name##Dying,1}; \

} \

class Name##V1: Name \

{ \

file=anim.rtm; \

speed=-vartime; \

looped=true; \

}

#define VEH_MOVES_VAR(Name,anim,time,vartime) \

VEHIN_MOVES_VAR(Name,anim,vartime); \

VEH_DIE_CONN(Name,anim,time)

VEH_MOVES_VAR(Ch47Gunner, \ch47\ch47gunner, 1, 4);

};

};

<span id='postcolor'>

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Guest jacobaby

Yeh its a bit vague........

But it DOES work, as you will soon see..........

TJ

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right, you have this

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

{

ch47Gunner = "ch47Gunner";

};

class CfgMovesMC

{

class Default {};

class DefaultDie: Default {};

class States

{

class Driver: Default {};

#define VEH_DIE_CONN(Name,anim,time) \

class Name##Dying: DefaultDie \

{ \

actions = NoActions; \

file=anim##smrt.rtm; \

speed=-time; \

looped=false; \

soundEnabled=false; \

connectFrom[]={Name,1}; \

}; \

class Name##Dead: Name##Dying \

{ \

actions = DeadActions; \

file=anim##smrt2.rtm; \

speed=SPEED_STATIC; \

terminal = true; \

connectFrom[]={Name##Dying,1}; \

connectTo[]={DeadState,1}; \

}

#define VEHIN_MOVES_VAR(Name,anim,vartime) \

class Name: Driver \

{ \

file=anim##stat.rtm; \

speed=SPEED_STATIC; \

looped=true; \

variantsAI[]= {Name##V1,0.7,Name};\

interpolateWith[]={Name##V1,0.5};\

equivalentTo=Name; \

interpolationSpeed=1; \

connectTo[]={Name##Dying,1}; \

} \

class Name##V1: Name \

{ \

file=anim.rtm; \

speed=-vartime; \

looped=true; \

}

#define VEH_MOVES_VAR(Name,anim,time,vartime) \

VEHIN_MOVES_VAR(Name,anim,vartime); \

VEH_DIE_CONN(Name,anim,time)

VEH_MOVES_VAR(Ch47Gunner, \ch47\ch47gunner, 1, 4);

};

};

<span id='postcolor'>

but the ONLY lines you need to replace are:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">VEH_MOVES_VAR(Ch47Gunner, \ch47\ch47gunner, 1, 4);<span id='postcolor'>

this is the deifintion of your anim. it is coded like this

VEH_MOVES_VAR(nameofyourrtm, \pboname\rtmname, 1, 4);

all your rtm's MUST follow BIS's naming procedures, else they wont work. so look at how bis named theirs, and name yous accordingly

i.e. gummisanim.rtm

gummisanimSTAT.rtm

gummisanimSMRT.rtm

gummisanimSMRT2.rtm

and

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">ch47Gunner = "ch47Gunner";<span id='postcolor'>

you would replace with

gummisgunner = "gummiesgunner";

hope this helps

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I am having a problem. I am using the things you guys used only slightly modified so that gunner = cargo but I am having a problem. The guys circled are supposed to be sittin.

The Picture

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I had some troubles too. the gunner was just standing with his armes straight down. this animation stuff is strange. crazy.gif

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