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Marss911

Animation adding in the cpp?

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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

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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  smile.gif

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'>

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tnx for that help.

Ill try it out now, Let you know if it worked.

tnx again

Marcel

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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 smile.gif hehe.

So any other idea's or is it just not possible?

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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'>

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no didn't worked.

Yust lays dead on the floor...

Well tnx anyway

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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. biggrin_o.gif

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