Spectre-63 0 Posted June 27, 2007 Hi all - one of the enhancements I'd like to make to a mod I'm working on is to trigger the 'reload' animation after each trigger pull as long as the available round count > 1. Anyone aware of a way to do such a thing??? Where are the animations stored and is there a viewer I could use to verify I'm using the correct one? Thanks! Share this post Link to post Share on other sites
Spectre-63 0 Posted June 29, 2007 c'mon now! There's gotta be somebody 'round these parts that knows if this is even possible! Share this post Link to post Share on other sites
RN Malboeuf 12 Posted June 29, 2007 are you talking about bolt anims ? Share this post Link to post Share on other sites
Spectre-63 0 Posted June 29, 2007 if by 'bolt anims' you mean the animation you see when you reload a magazine, yes. Share this post Link to post Share on other sites
dmarkwick 261 Posted June 29, 2007 Don't know about the animation, but you might link the "fire" event to trigger a "reload" event via an eventhandler? I'm assuming you want to auto-reload a 'nade launcher if there's available ammo? If not then ignore Share this post Link to post Share on other sites
RN Malboeuf 12 Posted June 29, 2007 if by 'bolt anims' you mean the animation you see when you reload a magazine, yes. The only thing it makes thanks for - semiautomatic rifle like ww2 ones. You want to reload action after each shot ? Share this post Link to post Share on other sites
Spectre-63 0 Posted June 30, 2007 if by 'bolt anims' you mean the animation you see when you reload a magazine, yes. The only thing it makes thanks for - semiautomatic rifle like ww2 ones. You want to reload action after each shot ? bdfy - that's it exactly! DM - if I linked the 'reload' to the 'fire', wouldn't that just cycle the new 5-round 'magazines' I suppose it wouldn't really matter because you'd get the same amount of rounds, it'd just be more difficult to keep track of how many you had left. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted June 30, 2007 use EH "fired" then execute script with action "reload". It was done in OFP. LIbMOD for example. But you need custom anim in order to make it look well with just reload - it's sucks. Share this post Link to post Share on other sites
dmarkwick 261 Posted June 30, 2007 if by 'bolt anims' you mean the animation you see when you reload a magazine, yes. The only thing it makes thanks for - semiautomatic rifle like ww2 ones. You want to reload action after each shot ? bdfy - that's it exactly! DM - if I linked the 'reload' to the 'fire', wouldn't that just cycle the new 5-round 'magazines' I suppose it wouldn't really matter because you'd get the same amount of rounds, it'd just be more difficult to keep track of how many you had left. Apologies - I don't really know how the magazined 'nades work, I sort of assumed each round would need reloading as normal, with magazines being reloaded transparently. Share this post Link to post Share on other sites
Col. Faulkner 0 Posted June 30, 2007 I'd like to be proven wrong, but I think that a "manual-bolt- action" anim would likely play far too slowly in any case. Share this post Link to post Share on other sites
Messiah 2 Posted June 30, 2007 Quote[/b] ]I'd like to be proven wrong, but I think that a "manual-bolt-action" anim would likely play far too slowly in any case. you can set the speeds that animations are played at... Share this post Link to post Share on other sites
Col. Faulkner 0 Posted June 30, 2007 you can set the speeds that animations are played at... Jolly good. "Mad minute" here I come... Share this post Link to post Share on other sites
Spectre-63 0 Posted July 1, 2007 use EH "fired" then execute script with action "reload". It was done in OFP. LIbMOD for example. But you need custom anim in order to make it look  well with just reload - it's sucks. bdfy - I don't have any experience with this type of scripting.  Can you go into more depth?  A script example, perhaps? DM - no apologies necessary. You haven't had a chance to see the way I implemented things so you wouldn't have any way to know how it worked out. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted July 1, 2007 Quote[/b] ]I don't have any experience with this type of scripting. Â Can you go into more depth? Â A script example, perhaps? make bolt animation anim first without it there's no sence. Share this post Link to post Share on other sites
Spectre-63 0 Posted July 1, 2007 wouldn't it be possible to use the existing animation? There's an animation for the reload of the M-203 already. I simply want to cause it to trigger after each shot as long as the magazine has at least one round in it. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted July 1, 2007 wouldn't it be possible to use the existing animation? standart BIS reload anim has nothing to do with the bolt one Here's an example what i'm talking about. http://ww2ec.3dactionplanet.gamespy.com/comment.php?124 Make anim - then code is not a problem Share this post Link to post Share on other sites
Spectre-63 0 Posted July 1, 2007 unfortunately, the link there requires a membership to view it. All I'm after is the ability to use the existing reload animation. I'm not in a position to try and create my own. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted July 1, 2007 then check it here http://ofp.gamepark.cz/index.php?showthis=8816 Quote[/b] ]All I'm after is the ability to use the existing reload animation it's boring, my friend Share this post Link to post Share on other sites
Spectre-63 0 Posted July 1, 2007 well, I got to that link, but the ftp site it linked to required a login and wouldn't accept anonymous logins. the existing reload animation may be 'boring' but it serves the purpose: make it clear that the reason you're not firing again right away is because you're busy reloading the tube. Share this post Link to post Share on other sites
Col. Faulkner 0 Posted July 3, 2007 Sorry, I think we're getting confused (especially "bdfy") over what you want. Some are thinking you want to represent cycling a manual bolt action when it's apparent that what you want to do is to play the reload action for the grenade launcher. The video link is to a short video showing a robotic-looking "bolt action" anim on an OFP addon. I think the video would be of less use to you than a copy of the actual config. "bdfy" can you supply him with that? I assume that that config would include a command to play a reload anim for each individual shot and allowed the ability to reload "magazines" - which is what you need. Share this post Link to post Share on other sites
ArmaVidz 0 Posted July 3, 2007 Quote[/b] ]I'd like to be proven wrong, but I think that a "manual-bolt-action" anim would likely play far too slowly in any case. you can set the speeds that animations are played at... oh my god, really? code? please Share this post Link to post Share on other sites
RN Malboeuf 12 Posted July 3, 2007 Quote[/b] ]oh my god, really? code? speed in the configs Until custom anims is made this topic is useless. Share this post Link to post Share on other sites
Spectre-63 0 Posted July 4, 2007 Quote[/b] ]oh my god, really? code? speed in the configs Until custom anims is made this topic is useless. bdfy - you keep saying that "until custom anims is made this topic is useless" but I don't think you're following what I'm saying. I have neither the desire nor the talent to create my own animation. I want to use the existing reload animation that plays when you have the M-203 selected and hit the 'r' key. I simply want to change the circumstances of when it plays and how to do so. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted July 4, 2007 I already gave you the direction onthe first page attach EH "fired" to a unit, then execute script that checks the ammo and unit animstate then palymoev anim you need. Share this post Link to post Share on other sites
Spectre-63 0 Posted July 4, 2007 I already gave you the direction onthe first page attach EH "fired" to a unit, then execute script that checks the ammo and unit animstate then palymoev anim you need. Yes you did...and as I posted in response, your explanation might as well be saying "open the can of red tunafish and dump it on your monitor to get the animation to play" for all the sense it made. I'll repeat: I don't have any experience with this type of scripting. Can you go into more depth? A script example, perhaps? Share this post Link to post Share on other sites