ibuleave 0 Posted October 2, 2007 Hi all I have a Custom model in a ship class but ive had to make my own animations for it.Ive done this using 3dsmax.Ive notest in the model.config the values x,y,z and there corisponding axis. Dose this mean i have to physicaly script all movment i.e (<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class rotorL: Rotation { type="rotation"; source="rotor"; selection="rotor_1"; axis="rotor_1_axis"; memory=1; sourceAddress="clamp"; minValue=0.000000; maxValue=1.000000; angle0=0.000000; angle1=6.283185; };) Rather than making an animation in 3dsmax and giving it a named property then calling it via the model.config thanks of any help with this. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted October 2, 2007 yes, you have to code everything. *.Rtm animations are only supported for men and some vehicles (para, scud) Share this post Link to post Share on other sites
ibuleave 0 Posted October 2, 2007 Ok thanks im working on my axis memory lods now Share this post Link to post Share on other sites
ibuleave 0 Posted October 6, 2007 Hi again ive found plugin tool called rtmutility its for 3dsmax i beleve it is an OPF animation exporter would this tool be any good for ArmA or what i am trying to acheave. thanks for any help Share this post Link to post Share on other sites
RN Malboeuf 12 Posted October 6, 2007 no, cause rtm anims are not supported for vehicles Share this post Link to post Share on other sites
ibuleave 0 Posted October 7, 2007 Ah! ok thanks for clearing that up. are there any refrences i can look at to gain my mesurments for my animations. Ive made an air craft carrier and have made a launch mechanism a sling shot for the air craft, i done this to scale the model down.obviously i canot make a full length runway on a ship, so decided to make a sling shot for air craft to compensate for the lack of time for acceleration.basicaly i have a seat for the wheels of the vehicle that then transist along the deck to launch the plain.How do i get the real world details and mesurments so my sling runs along my axis points.i have made a memory LOD in O2 but its left to right.How do i make my axis points from left to right linier to my model.i see rotation in a few model.configs but i need to run liner on my model. p.s now thats a Q lol Share this post Link to post Share on other sites
RN Malboeuf 12 Posted October 7, 2007 search the biki and download bis examples Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 7, 2007 Un-PBO a few addons like my Piper Warrior II to see configs with custom animation ..... Share this post Link to post Share on other sites
ibuleave 0 Posted October 8, 2007 thanks for your help guys ive managed to get my animation working bar one problem in the config <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class UserActions { class Launch { displayName="Launch"; position="pos"; radius=4; condition="(this animationphase ""Laun"" == 0) && (player != vehicle player) && (speed vehicle player < 15)"; statement="[(vehicle player),this]exec {\bicarrier\script\launch.sqs}"; }; }; i get this error in game Warning Message: No entry 'bin\config.bin/CfgVehicles/Carrier/UserActions/launch.onlyForPlayer'. Warning Message: '/' is not a value i also have a probplem with animPeriod <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class launcher { type="rotation"; selection="plane_launch"; axis="pos_axis"; angle0=0; angle1=1.5; animPeriod=5; }; Warning Message: No entry 'bin\config.bin/CfgVehicles/All/AnimationSources.launcher'. Warning Message: No entry '.animPeriod'. ive tryed a few difrent things to sort these problems out with no joy thanks again for any help Share this post Link to post Share on other sites
ibuleave 0 Posted October 9, 2007 Sorry to bump post guys ive fixed the two above errors there where some missing config vars. i only have one error now <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">statement = "[(vehicle player), this] exec {\bicarrier\script\launch.sqs}"; the script in launch.sqs runs ok but i get this error in report Error position: <\bicarrier\script\launch.sqs}> Error Invalid number in expression any one know what this error is about? Share this post Link to post Share on other sites
RN Malboeuf 12 Posted October 9, 2007 wrong brackets {} is for code not string in arma try <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">statement = "[(vehicle player), this] exec '\bicarrier\script\launch.sqs'"; Share this post Link to post Share on other sites
ibuleave 0 Posted October 9, 2007 Thanks bdfy it was the wrong brackets all works fine now Cheers Share this post Link to post Share on other sites
ibuleave 0 Posted October 10, 2007 Hi again ive made a custon turret with corisponding memory lods and named selections i.e(mainTurret,mainGun) and im using the following config <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class Ship { units[] = { "Carrier" }; requiredVersion = 1.000000; }; }; class CfgVehicles { class All { }; class AllVehicles : All { }; class Land : AllVehicles { }; class Ship : AllVehicles { class ViewPilot; class NewTurret; }; class BigShip : Ship { }; class Carrier : BIGShip { animated = 1; model = "\bicarrier\carrier"; armor = 20000; scope = 2; displayName = "Aircraft Carrier"; vehicleClass = "Armored"; hasDriver = 1; hasGunner = 1; hasCommander = 0; driverIsCommander = 1; getInRadius = 40; gunnerOpticsModel = "optika_zsu_gunner"; irScanRange = 4000; irScanGround = 1; side = 1; type = "VArmor"; crew = "SoldierWCrew"; maxSpeed = 70; steerAheadSimul = 2; steerAheadPlan = 2; predictTurnSimul = 3; predictTurnPlan = 3; transportSoldier = 4; transportAmmo = 10000; class turret_RMK_x //the horizontal moving part of the turret { type="rotationY"; source="mainTurret"; selection="OtocVez"; axis="osa veze"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class turret_RMK_y //the vertical moving part of the turret { type="rotationX"; source="mainGun"; selection="OtocHlaven"; axis="osa hlavne"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; i get the error Error: bin\config.bin/CfgVehicles/Ship/Turrets/MainTurret/: Turret body mainTurret not found while initializing the model bicarrier\carrier.p3d Error: bin\config.bin/CfgVehicles/Ship/Turrets/MainTurret/: Turret gun mainGun not found while initializing the model bicarrier\carrier.p3d any one know what this means? pluss when i spawn my model and get in it as gunner it shows my custom gunner view but then flicks back to the center of the model in gunner view where there is no gun? thanks for any help Share this post Link to post Share on other sites
RN Malboeuf 12 Posted October 11, 2007 Quote[/b] ]search the biki and download bis examples cause your config is _total_ mess Share this post Link to post Share on other sites
ibuleave 0 Posted October 11, 2007 yup most of the detaild stuff im finding is from ofp so think im getting all the classes mixed up.So i guess there is a hole bunch of stuff wrong. Share this post Link to post Share on other sites