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drobkins

Pilot and passagners positions

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Hello ,I would like my pilot and passengers to have this animation: http://img218.imageshack.us/img218/5489/sittinmgp.jpg But I don't know how to change it, I tryed to type the name of the anim in to the config on this line: "driverinaction =AmovPercMstpSlowWrflDnon_AmovPsitMstpSlowWrflDnon; and driveraction " But it doesn't work, maybe there is a special name of the anim for the editor and for the config? Could someone help me out please , thank you . :(

It does this :( http://img526.imageshack.us/img526/3070/does.jpg

Edited by Drobkins

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Problem one:

The animation you have specified is a transitional animation, you want a fixed animation.

Problem two:

You haven't defined the animation for use as an action:

class CfgMovesBasic {
class DefaultDie;	// External class reference

class ManActions {
	AH1Z_Pilot = "AH1Z_Pilot";
	AH1Z_Gunner = "AH1Z_Gunner";
	AH6_Pilot = "AH6_Pilot";
	AH6_Gunner = "AH6_Gunner";
	MH6_Cargo01 = "MH6_Cargo01";
	MH6_Cargo02 = "MH6_Cargo02";
	MH6_Cargo03 = "MH6_Cargo03";
	UH60_Pilot = "UH60_Pilot";
	UH60_Gunner = "UH60_Gunner";
	UH60_Cargo01 = "UH60_Cargo01";
	UH60_Cargo02 = "UH60_Cargo02";
	AV8B_Pilot = "AV8B_Pilot";
	KA50_Pilot = "KA50_Pilot";
	Mi17_Pilot = "Mi17_Pilot";
	Mi17_Gunner = "Mi17_Gunner";
	Mi17_Cargo01 = "Mi17_Cargo01";
	Mi17_Cargo02 = "Mi17_Cargo02";
	Camel_Pilot = "Camel_Pilot";
	Para_Pilot = "Para_Pilot";
[b]		usec_maule_pilot = "usec_maule_pilot";
	usec_maule_pax = "usec_maule_pax";[/b]
};
}

class CfgMovesMaleSdr: CfgMovesBasic
{
class States
{
	class Crew;
[b]		class usec_maule_pilot : Crew {
		file = "\usec_alpine\anim\usec_maule_pilot.rtm";
		interpolateTo[] = {"KIA_AH1Z_Gunner", 1};
	};
	class usec_maule_pax : usec_maule_pilot {
		file = "\usec_alpine\anim\usec_maule_pax.rtm";
		interpolateTo[] = {"KIA_AH1Z_Gunner", 1};
	};[/b]
};
};
class CfgVehicles {
...
class USEC_MAULE : Plane {
	scope = public;
	model = "\usec_alpine\usec_maule.p3d";
	displayName = "Maule";
	side = TCivilian;
	transportSoldier = 3;
	crew = "Civilian4";
	driverAction = "usec_maule_pilot";
	cargoAction[] = {"usec_maule_pax", "usec_maule_pax", "usec_maule_pax"};
[b]		getInAction = GetInMedium;
	getOutAction = GetOutMedium;[/b]
...
};
};

If you want to see how the animation will look in O2 (to help with proxy placement), do the following:

  • Open up any default soldier (unbinarized) file in O2
  • Make sure you have the animations window up (SHIFT + F2).
  • Right click in the animation window (it has keyframe time and phase written in it).
  • Select "From Matrices (all Lods)".
  • Navigate to the animation you want for your proxy (AmovPsitMstpSlowWrflDnon.rtm)
  • Delete any extraneous animations from it (the first animation, probably -0.5) by right clicking and selecting delete. Character should now be in correct pose.
  • Save the file.
  • Now open your vehicle, and select "create proxy", then select "show proxies" and you'll see your object.

Make your proxy a defined class. If you simply copy + paste one of BIS's proxy's in, and have done the step above, then you don't need to do this:

class CfgNonAIVehicles {

class ProxyMan; // External class reference

class Proxy1 : ProxyMan {

model = location of your model file

simulation = ??? (I can't recall this, im at work. Class man I think)

};

...

};

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Thank you very much ! i will try it ! Thanks... )))

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Man problem solved , it works , thank you very much ! Thank you ! :ok: :ok: :dancehead:

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