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Messiah

Custom animations in config

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ok, forgive me if there's already a topic on this, but the search function revealed fook all, hence why im posting this.

i have a custom animation (.rtm) and i need to get it into my config and hence in game, but i'm not sure where to add the lines in the config, and what lines i need to add...

i've used cfgvehicleactions before in configs, but only to use stuff like the lying down binocular action

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messiah there are many threads about rtm files , that answer to your question. i just did my 1st animation this week, but it was for an addon, not a mission and besides i'm to fresh to give u tips anyway. i sugest that u search for "ofp anim" on the search area, and in the since field use - "since the begining" . that's how i found about it.

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If you just want to get it into the game, I have a basic example:

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

{

class FOU_DataV10

{

units[] = {};

weapons[] = {};

requiredAddons[] = {BIS_Resistance};

requiredVersion = 1.91;

};

};

class CfgMovesMC

{

class Default {};

class CombatBase: Default {};

class StandBase: Default {};

class States

{      

class FOBinoc: CombatBase

{

actions = BinocActions;

file=sdalekstat.rtm; // TODO: ai variants

speed=-2;

looped=true;

disableWeapons=false;

showItemInHand = true;

soundEnabled=false;

enableBinocular = true;

head=headNo;

connectFrom[] = {CombatToBinoc,1};

interpolateTo[]={CombatDying,0.1,CombatDyingVer2,0.1,CombatDyingVer3,0.1};

};

class FOBinocLying: CombatBase

{

actions = BinocLyingActions;

file=plazenidalekstat.rtm; // TODO: ai variants

speed=-2;

looped=true;

disableWeapons=false;

showItemInHand = true;

soundEnabled=false;

enableBinocular = true;

onLandBeg=true;

onLandEnd=true;

//duty = RestDuty;

connectFrom[] = {LyingToBinocLying,1};

interpolateTo[]={LyingDying,0.1};

};

class FOBinocStand: CombatBase

{

actions = BinocStandActions;

file=bezdalekstat.rtm; // TODO: ai variants

speed=1;

looped=true;

disableWeapons=false;

showItemInHand = true;

soundEnabled=false;

enableBinocular = true;

connectFrom[]={StandToBinocStand,0.1};

interpolateTo[]={StandDying,0.1,StandDyingVer2,0.1};

};

class FOBinocCrouch: CombatBase

{

actions = BinocCrouchActions;

file=klekdalekstat.rtm; // TODO: ai variants

speed=2;

looped=true;

disableWeapons=false;

showItemInHand = true;

soundEnabled=false;

enableBinocular = true;

connectFrom[]={CrouchToBinocCrouch,1};

interpolateTo[]={CrouchDying,0.1};

};

class FOCrouch: CombatBase

{

preload = true;

actions=CrouchActions;

file=klek.rtm;

speed=2;

variantsPlayer[]={};

variantsAI[]={};

visibleSize = 0.6;

aimPrecision = 0.5;

soundEnabled=false;

recoilSuffix = "halffixed";

connectFrom[]={CombatToCrouch,1};

interpolateTo[]={CrouchDying,0.1};

};

};

};

I just made some slight variations on the original BIS anims. Get the documented CfgMoves file for more examples.http://web.quick.cz/fholesinsky/OF/index.html

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cheers, got it working now...

blackjack... yeah, i realised my mistake with the search function, i hadn't selected 'from begining' sad_o.gif

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Is there a way to associate a custom animation with a custom weapon?

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I think you can only associate a custom animation with a unit not with a weapon.

At least i never saw any custom animation associated with a specific weapon, while i saw VME pack and Marine Sniper scout sniper using custom animation attached to their soldier.

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