Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×
Sign in to follow this  
csj

Changing 'vehicle actions'

Recommended Posts

Non of the vehicle actions suit certain cargo positions in my vehicle.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">cargoAction[]={ManActM113Injured,ManActM113Injured,ManActSkodacoDriverback,ManActSkodacoDriverback};

I have tried swaping these for other actions like 'sit' and 'crouch' but these don't seem to work in game.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">cargoAction[]={ManActMLying,ManActCivillying,ManActSkodacoDriverback,ManActCrouch};

How can I do this?

Share this post


Link to post
Share on other sites

You will have to make custom anims/proxies for different poses .

Share this post


Link to post
Share on other sites

On that subject I have no idea what is involved, so any assistance is appreciated.

Everything up till now I have used standard 'vehicle actions'

Share this post


Link to post
Share on other sites

Maybe I know how can you do that, but I have a porblem too. I can' t make animations for vehicles.

Do you know how can I do it? (Not man actions in vehicle, however just vehicle animations.)

I've got a config pattern for soldiers, can you transform it to vehicles?! wink_o.gif

----------------

class CfgMovesMC

{

class Default {};

class States

{

class ANIMATIONNAMEHERE: Default

{

file = FILENAME.rtm;

speed = -3.0; // number of seconds to play the animation for (must be negative) looped=false;

soundEnabled=false;

duty = RestDuty;

};

};

};

----------------------------

but who can it deform for vehicles?

Share this post


Link to post
Share on other sites

Actually, I think what you need is a cfgVehicleActions entry.

MLying = "lying";

Civillying = "civillying";

etc.

The name on the left is the name you put in cargoAction. The name on the right is the animation class name. So if it is using a custom animation, you will need to add it to cfgMovesMC, too.

smile_o.gif (hope all that's right, b/c i didn't bother to check)

Share this post


Link to post
Share on other sites

Obtain the cfg190 and then use the find and look for driveraction= or gunneraction= or cargoaction=

All those in config190 with the above can be used but any other manaction will only get u the default weapon stand position.

You can have many of the allowed actions for cargo's action, but u would have to name the cargo properly, and inaccordance to sequence, eg, cargo1, cargo2, cargo3 will be cargoaction[]={ManActM113Injured,ManActM113Injured,ManActSkodacoDriverback};

meaning ingame, cargo1 will act the m113injured, cargo2 act the m113injured and cargo3 will actskodadriver.

By default, another other action for driver or cargo is possible, howere u would need to use the animator to move the linked models, as most of cargo/gunner/driver actions are static actions and do the config as durace has posted.

Share this post


Link to post
Share on other sites

@philcommando

I already have that, whay I am saying is I don't like the actions and they don't suit the model.

Also I find the m113injured is too big/oversized compared to other cargo actions.

I am trying to swap those actions for others.

ie:m113injured to just lying

SkodacoDriverback to just crouch or sitting (legs folded)

Static actions are fine.

Share this post


Link to post
Share on other sites

Ok, problem solved thats to Kegetys

and MSMS_KDXer for putting me on right track.

class CfgVehicleActions

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

CargoSitdown="StandToSitDown";

}

//in cfgvehicle

cargoAction[]={ManActM113Injured,ManActM113Injured,ManActCargoSitdown,ManActCargoSitdown,ManActCargoSitd

own,ManActSkodacoDriverback};

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×