granQ 293 Posted August 20, 2005 Got problem with a animation on a vehicle, the static living one works perfectly but when i kill the gunner he doesnt play the "dying" animation. Code: <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 Driver: Default {}; class SCWCPvPjGunnerDying: DefaultDie { actions = NoActions; file=\SCWC_Pvpjas1110\SCWCPvPjGunnerdie.rtm; speed=-time; looped=false; soundEnabled=false; connectFrom[]={SCWCPvPjGunner,1}; }; class SCWCPvPjGunnerDead: SCWCPvPjGunnerDying { actions = DeadActions; file=\SCWC_Pvpjas1110\SCWCPvPjGunnerdead.rtm; speed=SPEED_STATIC; terminal = true; connectFrom[]={Name##Dying,1}; connectTo[]={DeadState,1}; }; class SCWCPvPjGunner: Driver { file=\SCWC_Pvpjas1110\SCWCPvPjGunnerstat.rtm; speed=SPEED_STATIC; looped=true; variantsAI[]= {SCWCPvPjGunnerV1,0.7,SCWCPvPjGunner}; interpolateWith[]={NSCWCPvPjGunnerV1,0.5}; equivalentTo=Name; interpolationSpeed=1; connectTo[]={SCWCPvPjGunnerDying,1}; }; class SCWCPvPjGunnerV1: SCWCPvPjGunner { file=\SCWC_Pvpjas1110\SCWCPvPjGunner.rtm; speed=-vartime; looped=true; }; }; }; class CfgVehicleActions { SCWC_PvPjas1110Gunner = "SCWCPvPjGunner"; }; And of course i use "ManActSCWC_PvPjas1110Gunner" in the vehicles part (thats why the living one works) Share this post Link to post Share on other sites
sanctuary 19 Posted August 20, 2005 What happens if you try this (changed the order of some of the classes) (removed the connectFrom[]={SCWCPvPjGunner,1}; from the Dying class) (changed the connectFrom[]={Name##Dying,1}; into connectFrom[]={SCWCPvPjGunnerDying,1}; just in case) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgVehicleActions { SCWC_PvPjas1110Gunner = "SCWCPvPjGunner"; }; class CfgMovesMC { class Default {}; class DefaultDie: Default {}; class States { class Driver: Default {}; class SCWCPvPjGunner: Driver { file=\SCWC_Pvpjas1110\SCWCPvPjGunnerstat.rtm; speed=SPEED_STATIC; looped=true; variantsAI[]= {SCWCPvPjGunnerV1,0.7,SCWCPvPjGunner}; interpolateWith[]={NSCWCPvPjGunnerV1,0.5}; equivalentTo="SCWCPvPjGunner"; interpolationSpeed=1; connectTo[]={SCWCPvPjGunnerDying,1}; }; class SCWCPvPjGunnerV1: SCWCPvPjGunner { file=\SCWC_Pvpjas1110\SCWCPvPjGunner.rtm; speed=-vartime; looped=true; }; class SCWCPvPjGunnerDying: DefaultDie { actions = NoActions; file=\SCWC_Pvpjas1110\SCWCPvPjGunnerdie.rtm; speed=-time; looped=false; soundEnabled=false; }; class SCWCPvPjGunnerDead: SCWCPvPjGunnerDying { actions = DeadActions; file=\SCWC_Pvpjas1110\SCWCPvPjGunnerdead.rtm; speed=SPEED_STATIC; terminal = true; connectFrom[]={SCWCPvPjGunnerDying,1}; connectTo[]={DeadState,1}; }; }; }; Share this post Link to post Share on other sites
UNN 0 Posted August 21, 2005 I had the same problems with an infantry guy. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class FOUBinocLying: 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}; }; Adding the interpolateTo line solved that problem. Share this post Link to post Share on other sites