Messiah 2 Posted January 22, 2005 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 Share this post Link to post Share on other sites
blackjack-VS- 0 Posted January 27, 2005 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. Share this post Link to post Share on other sites
Unnamed_ 0 Posted January 27, 2005 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 { Â Â Â 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 Share this post Link to post Share on other sites
Messiah 2 Posted January 27, 2005 cheers, got it working now... blackjack... yeah, i realised my mistake with the search function, i hadn't selected 'from begining' Share this post Link to post Share on other sites
jubbie 0 Posted February 26, 2005 Is there a way to associate a custom animation with a custom weapon? Share this post Link to post Share on other sites
sanctuary 19 Posted February 26, 2005 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. Share this post Link to post Share on other sites