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ManDay

What about the oil-pumps

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Still puzzled on how they defined the rtm file to the pump... looked at the configs and all and still have no idea.

I know how to put rtm animations into configs for men but no idea on how to do it for objects. I want to transform like a house into something else and using the regular animation movements would be way tooo hard so i need a rtm.

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...and also asked how to make the burning fire coming out from the top. This feature once appeared on the first ArmA trailer release).

It's easy enough to make your own fire effect, in fact you could use the fire effects that are already there for vehicles. The scripts are in *.pbo files, easy to find with tools that can extract the *.pbo files.

As for animating the fuel pumps, you could make a script that uses the 'animate' command and get a list of the positions and IDs of the fuel pumps to animate. There are only a few fuel pumps on the map, all by Cayo, so getting a list of them would be easy.

have you seen the fire smoke coming from those oil pumps in the 1st video that came out?

its not a simple fire.. they looked different, as if they were blown from the oil pumps.

Notice the pumps in this trailer were also static although other trailers (without burining) they are animated. I prefer them animated at the moment and the burning effect I could live without, would be a nice to have though, maybe a random on off type thing ?

What about putting a static object inside the pumps that is burning ?

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that observation was already mentioned and done/tested, the effect is not the same not the desired one.

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Still puzzled on how they defined the rtm file to the pump... looked at the configs and all and still have no idea.

I know how to put rtm animations into configs for men but no idea on how to do it for objects. I want to transform like a house into something else and using the regular animation movements would be way tooo hard so i need a rtm.

It is not a rtm file, it is a controller driven animation, defined in the model.cfg as usual.

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Certainly is. A fair complicated one too.

But not too complicated once you understand the Skeleton

EDIT: I take that last comment back wink_o.gif .... the Skeleton does not seem "connect" as I would have suspected. Looks like it just synchronizes a bunch of independant moving part via "time".

Quote[/b] ]

class CfgSkeletons

{

 class Default;

class VezRopa : Default

 {

   skeletonInherit = "Default";

   skeletonBones[] =

   {

     "telo","",

     "pohon","",

     "tyce","",

     "kladivo","",

     "jezditko","",

   };

 };

Quote[/b] ]

class CfgModels

{

 class Default;

class Vez_ropa

 {

   skeletonName = "VezRopa";

   sections[] =  {};

  sectionsInherit = "";

   class Animations

   {

     class Vez_ropa_anim1_0

     {

      type="direct";

       source="Vez_ropa_anim";

      selection="tyce";

       axis = "osa_tyce2";

      minValue=0.0;

      maxValue=0.15;

      axisDir[]={1,0,0};

      axisPos[]={0,0,0};

      axisOffset=0.0;

      angle=8;

     };

     class Vez_ropa_anim1_1: Vez_ropa_anim1_0

     {

      axisDir[]={0,1,0};

      axisOffset=0.6;

      angle=0;

     };

     class Vez_ropa_anim1_2: Vez_ropa_anim1_1

     {

      axisDir[]={0,0,1};

      axisOffset=0.8;

     };

     class Vez_ropa_anim2_0: Vez_ropa_anim1_0

     {

      minValue=0.15;

      maxValue=0.25;

      angle=12;

     };

     class Vez_ropa_anim2_1: Vez_ropa_anim2_0

     {

      axisDir[]={0,1,0};

      axisOffset=0.05;

      angle=0;

     };

     class Vez_ropa_anim2_2: Vez_ropa_anim2_1

     {

      axisDir[]={0,0,1};

      axisOffset=1.4;

     };

     class Vez_ropa_anim3_0: Vez_ropa_anim1_0

     {

      minValue=0.25;

      maxValue=0.35;

      angle=7;

     };

     class Vez_ropa_anim3_1: Vez_ropa_anim3_0

     {

      axisDir[]={0,1,0};

      axisOffset=-0.4;

      angle=0;

     };

     class Vez_ropa_anim3_2: Vez_ropa_anim3_1

     {

      axisDir[]={0,0,1};

      axisOffset=1.1;

     };

      class Vez_ropa_anim4_0: Vez_ropa_anim1_0

     {

      minValue=0.35;

      maxValue=0.5;

      angle=5;

     };

     class Vez_ropa_anim4_1: Vez_ropa_anim4_0

     {

      axisDir[]={0,1,0};

      axisOffset=-0.9;

      angle=0;

     };

     class Vez_ropa_anim4_2: Vez_ropa_anim4_1

     {

      axisDir[]={0,0,1};

      axisOffset=0.65;

     };

     class Vez_ropa_anim5_0: Vez_ropa_anim1_0

     {

      minValue=0.5;

      maxValue=0.7;

      angle=-11;

     };

     class Vez_ropa_anim5_1: Vez_ropa_anim5_0

{

      axisDir[]={0,1,0};

      axisOffset=-0.4;

      angle=0;

     };

     class Vez_ropa_anim5_2: Vez_ropa_anim5_1

     {

      axisDir[]={0,0,1};

      axisOffset=-1.15;

     };

     class Vez_ropa_anim6_0: Vez_ropa_anim1_0

     {

      minValue=0.7;

      maxValue=0.85;

      angle=-16;

     };

     class Vez_ropa_anim6_1: Vez_ropa_anim6_0

     {

      axisDir[]={0,1,0};

      axisOffset=0.88;

      angle=0;

     };

     class Vez_ropa_anim6_2: Vez_ropa_anim6_1

     {

      axisDir[]={0,0,1};

      axisOffset=-1.4;

     };

     class Vez_ropa_anim7_0: Vez_ropa_anim1_0

     {

      minValue=0.85;

      maxValue=1.0;

      angle=-5;

     };

     class Vez_ropa_anim7_1: Vez_ropa_anim7_0

    {

      axisDir[]={0,1,0};

      axisOffset=0.87;

      angle=0;

     };

     class Vez_ropa_anim7_2: Vez_ropa_anim7_1

    {

      axisDir[]={0,0,1};

      axisOffset=-0.6;

     };

    class Kladivo

     {

       type = "rotation";

       source="Vez_ropa_anim";

       selection = "kladivo";

       axis = "osa_kladivo";

       angle0 = "(rad 1)";

       angle1 = "(rad 18)";

       minValue=0.0;

      maxValue=0.2;

     };

     class Kladivo2: Kladivo

     {

       angle0 = "(rad 18)";

       angle1 = "(rad -19)";

       minValue=0.2;

      maxValue=0.7;

     };

     class Kladivo3: Kladivo

     {

       angle0 = "(rad -19)";

       angle1 = "(rad 1)";

       minValue=0.7;

      maxValue=1.0;

     };

     class Pohon

     {

       type = "rotation";

       source="Vez_ropa_anim";

       selection = "pohon";

       axis = "osa_pohon";

       angle0 = "rad 0";

       angle1 = "rad 360";

     };

     class Jezditko1

     {

      type="direct";

       source="Vez_ropa_anim";

      selection="jezditko";

       axis = "osa_tyce2";

      minValue=0.0;

      maxValue=0.2;

      axisDir[]={0,1,0};

      axisPos[]={0,0,0};

      axisOffset=-1.0;

      angle=0;

     };

     class Jezditko2: Jezditko1

     {

      minValue=0.2;

      maxValue=0.7;

      axisOffset=2.0;

     };

     class Jezditko3: Jezditko1

     {

      minValue=0.7;

      maxValue=1.0;

      axisOffset=-1.0;

     };

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Whats about the (correct) oil burn effect?

Isn't it what the majority people want to know?

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Not sure if this helps anyone but the oil pumps in my Arma install were fully animated last time I checked.

huh.gif

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