BoRiSX 0 Posted April 16, 2007 Hi guys, There is an existing script allowing to animate derricks so that they do not remain static?? Thanks, Share this post Link to post Share on other sites
BoRiSX 0 Posted April 16, 2007 No answer , sorry my poor english ... Share this post Link to post Share on other sites
[aps]gnat 28 Posted April 16, 2007 Not sure sorry BoRiSX, but the interesting thing is you see the Derricks / Beam Pump / Oil Pump JUST as the map starts you'll notice it does 1 complete revolution and then stops ..... for the rest of the game! BIS maybe intended for these Sahrani pumps to be always animated as running, but for some reason its bugged and only completes one cycle of the animation. Share this post Link to post Share on other sites
fasad 1 Posted April 17, 2007 here is the oil pumps config: Quote[/b] ]class Land_vez_ropa : House { scope = protected; model = "\ca\Misc\vez_ropa"; icon = "\ca\data\data\Unknown_object.paa"; animated = true; destrType = "DestructNo"; ladders[] = {{"start", "end"}}; class AnimationSources { class Vez_ropa_anim { source = "time"; sourceAddress = "loop"; }; }; }; Even if the animation did loop correctly, the animation itself is not finished. Parts of the pump break apart and then rejoin, and the movement is very jerky. Hopefully BI will fix it up and also allow them to be damaged. Share this post Link to post Share on other sites
s0ak 0 Posted April 17, 2007 Where is it necessary to put this script? Share this post Link to post Share on other sites
[aps]gnat 28 Posted April 17, 2007 Thats not a script, thats BIS's own definition of the pump in the main config file. As for a script, heres my guess (untested); First find a pump on the map and get its Object Number Quote[/b] ]#Loop ObjectNumber animate ["Vez_ropa_anim", 1] @((ObjectNumber animationPhase "Vez_ropa_anim") = 1) ObjectNumber animate ["Vez_ropa_anim", 0] @((ObjectNumber animationPhase "Vez_ropa_anim") = 0) goto Loop Share this post Link to post Share on other sites