hardrock 1 Posted April 15, 2004 Hi all Did anyone of you already find out how to attach .rtm animations on vehicles that aren't soldiers? It should be possible since BIS did it themselves with the parachute, but the animation is hardcoded so there isn't any entry in the 1.91 cpp. So does anyone know what I have to write into my config.cpp (class CfgMovesMC probably?) to get an animation to work on a vehicle? Thanks Hardrock Share this post Link to post Share on other sites
Dschulle 0 Posted April 17, 2004 The only animation applied to a vehicle is done to the Scud launcher, but this is also kind of hardcoded I played a bit with it, but didn't had too much success. Share this post Link to post Share on other sites
Nathanz 0 Posted April 17, 2004 I think the scud works by moving animations but on the parachute it expands... Share this post Link to post Share on other sites
Master_Chief 0 Posted April 17, 2004 Well technically you can't run rtm's on vehicles, but there is a more complex workaround. Basically you make the vehicle, then copy the parts you want animated to a separate p3d and remove the same parts from the static part of the vehicle. Then config the animated parts as a soldier, just make sure the animated parts don't have any named selections that a soldier model would have (like 'head') then make your rtm using the animated parts and put it in the config. Now this is where it gets hard - you need to run a script from the vehicle's init eventhandler that createunit's the animated parts and movein's it into a specific cargo slot. You can do this buy filling up the empty cargo slots with 'game logic' units. Once this is done, you should know how to call the unit, like (_this select 3), because the animated parts are always in the last cargo spot it would always be the same. So then all you need to do in the script that actually plays the animation is '(_this select 3) switchmove "whatever" And it will play the animation. A bit complex but it is possible, you just need to make sure that the cargo proxy is in the right place so the animated parts line up where they should. Share this post Link to post Share on other sites