granQ 293 Posted April 20, 2003 Shar have made a custom animation for one of our heavy machine guns, (not the one showed at picture but i use it for code test). Problem is that when the gets in the machine gun they get into the custom animation (prone one) but when i do it my guy keep standing up. Ai in machine gun and me. the code is: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgVehicleActions { SFPTKSPlgunner = "SFPTKSPlgunner"; }; 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(SFPTKSPlgunner, \sfp_tksp\SFPTKSPlgunner, 1, 4); }; }; <span id='postcolor'> Share this post Link to post Share on other sites
sussmori 0 Posted April 23, 2003 Make sure in the MG config that the gunnerInAction="blah" AND gunnerAction="blah" are both set, and set the correct animation Share this post Link to post Share on other sites