Messiah 2 Posted March 25, 2005 ok... i've got myself some animations for a cargo position done by our animator... i've manged by copying and pasting to get a static cargo anim working ingame - great now... he's also supplied me with an animated one, a animated death, and then the static death.... problem is, i havnt a clue how to intergrate them into my config... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgVehicleActions { UKF_WMIKGunner = "UKF_WMIKGunner"; }; class CfgMovesMC { class Default {}; class DefaultDie: Default {}; class StandBASE: Default {}; class States { class Driver: Default {}; #define VEH_DIE(Name,anim,time) \ class Name##Dying: DefaultDie \ { \ actions = NoActions; \ file=anim##smrt.rtm; \ speed=-time; \ looped=false; \ soundEnabled=false; \ }; \ class Name##Dead: Name##Dying \ { \ actions = DeadActions; \ file=anim##smrt2.rtm; \ speed=SPEED_STATIC; \ terminal = true; \ connectFrom[]={Name##Dying,1}; \ connectTo[]={DeadState,1}; \ } #define VEH_DIE_CONN(Name,anim,time) \ class Name##Dying: DefaultDie \ { \ actions = NoActions; \ file=anim##smrt.rtm; \ speed=-time; \ looped=false; \ soundEnabled=false; \ connectFrom[]={Name,1}; \ }; \ class Name##Dead: Name##Dying \ { \ actions = DeadActions; \ file=anim##smrt2.rtm; \ speed=SPEED_STATIC; \ terminal = true; \ connectFrom[]={Name##Dying,1}; \ connectTo[]={DeadState,1}; \ } #define VEHIN_MOVES(Name,anim) \ class Name: Driver \ { \ file=anim##stat.rtm; \ speed=SPEED_STATIC; \ looped=true; \ } #define VEHIN_MOVES_VAR(Name,anim,vartime) \ class Name: Driver \ { \ file=anim##stat.rtm; \ speed=SPEED_STATIC; \ looped=true; \ variantsAI[]= {Name##V1,0.7,Name};\ interpolateWith[]={Name##V1,0.5};\ equivalentTo=Name; \ interpolationSpeed=1; \ connectTo[]={Name##Dying,1}; \ } \ class Name##V1: Name \ { \ file=anim.rtm; \ speed=-vartime; \ looped=true; \ } #define VEHIN_MOVES_VAR_NODEAD(Name,anim,vartime) \ class Name: Driver \ { \ file=anim##stat.rtm; \ speed=SPEED_STATIC; \ looped=true; \ variantsAI[]= {Name##V1,0.7,Name};\ interpolateWith[]={Name##V1,0.5};\ equivalentTo=Name; \ interpolationSpeed=1; \ } \ class Name##V1: Name \ { \ file=anim.rtm; \ speed=-vartime; \ looped=true; \ } #define VEH_MOVES(Name,anim,time) \ VEHIN_MOVES(Name,anim); \ VEH_DIE_CONN(Name,anim,time) #define VEH_MOVES_VAR(Name,anim,time,vartime) \ VEHIN_MOVES_VAR(Name,anim,vartime); \ VEH_DIE_CONN(Name,anim,time) #define VEHICLE_DIE(name) VEH_DIE(name,name,1) #define VEHICLE_MOVES(name) VEH_MOVES(name,name,1) #define VEHICLEIN_MOVES(name) VEHIN_MOVES(name,name) #define VEHICLE_MOVES_VAR(name) VEH_MOVES_VAR(name,name,1,4) #define VEHICLEIN_MOVES_VAR(name) VEHIN_MOVES_VAR_NODEAD(name,name,4) VEH_MOVES_VAR(UKF_WMIKGunner, \UKF_WMIK\Wmik_codriver_Static, 0.5, 12); }; }; thats the bit in question the other anims have similiar names: Wmik_codriver.rtm - Animated co driver Wmik_codriver_death1.rtm - animated death Wmik_codriver_deathstatic.rtm - static death i've been messing around trying to get these working, but to no avail... the code i've got in my config is one that a friend wrote for me quickly just to get a static gunner anim workin on another addon which didnt require animated bollocks... lol cheers Share this post Link to post Share on other sites
uiox 0 Posted April 13, 2005 For a vehicle, a gunner (for driver replace gunner) In config vehicle: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> gunnerAction="ManActUKF_WMIKGunner"; Note manAct before the name <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgNonAIVehicles { class ProxyCrew {}; class ProxyGunner: ProxyCrew {}; class ProxyUKF_WMIKGunner: ProxyGunner {}; }; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgVehicleActions { UKF_WMIKGunner="UKF_WMIKGunner"; }; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgMovesMC { class Default {}; class DefaultDie: Default {}; class States { class Gunner: Default {}; class UKF_WMIKGunner: Gunner { file="\YourAddon\anims\UKF_WMIKGunner.rtm"; speed=-10.000000; looped=1; connectTo[]={"UKF_WMIKGunnerDying",1}; interpolateTo[]={"UKF_WMIKGunnerDying",0.100000}; }; class UKF_WMIKGunnerDying: DefaultDie { actions="NoActions"; file="\ YourAddon \anims\ UKF_WMIKGunner_dead.rtm"; speed=-0.5; looped=0; soundEnabled=0; connectFrom[]={"UKF_WMIKGunner",1}; }; class UKF_WMIKGunnerDead: UKF_WMIKGunnerDying { actions="DeadActions"; file="\YourAddon\anims\ UKF_WMIKGunner_dead_stat.rtm"; speed=10000000000.000000; terminal=1; connectFrom[]={"UKF_WMIKGunnerDying",1}; connectTo[]={"DeadState",1}; }; }; Share this post Link to post Share on other sites