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sander

Class animations question

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Hi,

Despite the information provided in earlier thread and the BIS wiki and looking at the model.cfg for the BI MLOD Hummer, I am still struggling to define a working rotating ammunition belt for a Minimi Para addon. Could anybody offer an explanation for dummies how to put such a definition toegether?

In the memory LOD there are defined:

ammo_belt_axis

ammo_belt_start

ammo_belt_end

bullet00

...

bullet12

While the normal LOD's have selections:

ammo_belt

ammo_belt_bottom

bullet00

...

bullet12

Which bits are supposed to go where?

Regards,

Sander

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Hi,

Quote[/b] ] am still struggling to define a working rotating ammunition belt for a Minimi Para addon.

You will have to excuse my ignorance, but what sort of a weapon is involved with a Minimi Para addon. Is it an infantry weapon or a vehicle mounted weapon?

If it's vehicle mounted, then the thread you linked to should cover what you need.

If it's an infantry weapon, then things are a different. Which was why I got a little confused, in that previous thread.

For infantry weapons I used this model.cfg with the BI M16 sample model. In this case I call the weapons class name, BIM16:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSkeletons

       {

       class BIM16_Bones

               {

               isDiscrete = 0;

               skeletonInherit = "";

               skeletonBones[]=

                       {

                       "revolve_sel",""

                       };

               };

       };

class CfgModels

       {

       class BIM16

               {

               skeletonName="BIM16_Bones";

               sectionsInherit="";

               sections[]={""};

               class Animations

                       {

                       class MyRevolving

                               {

                               type="rotationx";

                               source="revolving";

                               selection="revolve_sel";

                               axis="bolt_axis";

                               memory="true";

                               animPeriod=0;

                               angle0=0;

                               angle1="rad -360";

                               };

                       };

               };

       };

This was only a quick test I knocked up a while back. You will have to configure angle0 and angle1 to correspond with the ammo count, to get the correct rotations. But thats covered in the previous thread.

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Hi,

Thanks for responding. After some further experimentation I now have it working with the following text for the CfgModels:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class CfgModels

{

class Default { sections[] = {}; sectionsInherit=""; };

class Weapon: default {};

class llw_weapon

{

sectionsInherit="Weapon";

sections[]={zasleh};

selectionFireAnim = "zasleh";

};

class minimi_elcan: llw_weapon

{

sectionsInherit = "llw_weapon";

sections[]=

{

"zasleh", "ammo_belt", "ammo_belt_bottom"

};

skeletonName="Weapon";

class Animations

{

class magazine_hide

{

type="hide";

source="reloadMagazine";

selection="magazine";

minValue=0.200000;

maxValue=0.250000;

hideValue=0.100000;

};

class ammo_belt_rotation

{

type="rotationZ";

source="reload";

selection="ammo_belt";

axis="ammo_belt_axis";

memory=1;

sourceAddress="loop";

minValue=0.000000;

maxValue=0.010000;

angle0=0.000000;

angle1=-0.209440;

};

class ammo_belt_rotation2

{

type="rotationZ";

source="reload";

selection="ammo_belt_bottom";

axis="ammo_belt_axis";

memory=1;

sourceAddress="loop";

minValue=0.000000;

maxValue=0.010000;

angle0=0.000000;

angle1=-0.209440;

};

};

};

};

The belt is now moving at last when firing, whether it is at a correct speed I am unlikely to notice when pulling the trigger in game, attention tends to be fixed elsewhere at such a moment.

Regards,

Sander

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