Marss911 0 Posted April 24, 2003 Well i'm making a cool weapon and its coded like a M2. Now i made 3 new animations for it. - static sitting animation. - Dead animation - Reload animation But i only get the first animation working. The other 2.. dont know how. But is there anybody know how to make them working? please help. I really need it :-/ Tnx Greetings Marcel Share this post Link to post Share on other sites
andersgrim 0 Posted April 24, 2003 If you havent done already, adding some anims to the CfgMovesMC part of the config wouldnt be stupid. as you see the m113 gunner is configed like this: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class M113Gunner: Driver { file="M113Gunnerstat.rtm"; speed=10000000000.000000; looped=1 variantsAI[]="M113GunnerV1",0.700000,"M113Gunner"}; interpolateWith[]={"M113GunnerV1",0.500000}; equivalentTo="M113Gunner"; interpolationSpeed=1 connectTo[]={"M113GunnerDying",1}; }; <span id='postcolor'> so mabye you can use: connectTo[]={"M2GunnerDying",1}; or what your dying anim is called  and the whole serie of m113gunner anims goes like: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class M113Gunner: Driver { file="M113Gunnerstat.rtm"; speed=10000000000.000000; looped=1 variantsAI[]={"M113GunnerV1",0.700000,"M113Gunner"}; interpolateWith[]={"M113GunnerV1",0.500000}; equivalentTo="M113Gunner"; interpolationSpeed=1 connectTo[]={"M113GunnerDying",1}; }; class M113GunnerV1: M113Gunner { file="M113Gunner.rtm"; speed=4294967292 looped=1 }; class M113GunnerDying: DefaultDie { actions="NoActions"; file="M113Gunnersmrt.rtm"; speed=4294967295 looped=0 soundEnabled=0 connectFrom[]={"M113Gunner",1}; }; class M113GunnerDead: M113GunnerDying { actions="DeadActions"; file="M113Gunnersmrt2.rtm"; speed=10000000000.000000; terminal=1 connectFrom[]={"M113GunnerDying",1}; connectTo[]={"DeadState",1}; }; <span id='postcolor'> Share this post Link to post Share on other sites
Marss911 0 Posted April 25, 2003 tnx for that help. Ill try it out now, Let you know if it worked. tnx again Marcel Share this post Link to post Share on other sites
Marss911 0 Posted April 25, 2003 Ok well got the cpp working. Only hehe not the dying part. When i shoot him he just fals on the ground. But i dont want that hehe. So any other idea's or is it just not possible? Share this post Link to post Share on other sites
dm 9 Posted April 25, 2003 It might be because the weapon is configured to automatically eject the dead gunner... add this line to the cpp and see if it helps: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ejectdeadgunner = 0;<span id='postcolor'> Share this post Link to post Share on other sites
Marss911 0 Posted April 25, 2003 no didn't worked. Yust lays dead on the floor... Well tnx anyway Share this post Link to post Share on other sites
mccancey 0 Posted December 29, 2003 It might be because the weapon is configured to automatically eject the dead gunner... add this line to the cpp and see if it helps:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ejectdeadgunner = 0; That's exactly it. Just spent 2 hours figuring out that everything was OK, except for that small line missing (Of course it's to be added in the vehicle definiton, not "anywhere") For some reason that command seems to be neccessary to have a custom gunner animation. Share this post Link to post Share on other sites