[aps]gnat 28 Posted August 22, 2009 Looks like the animation for recoil (really its reload) is working. An example In the config.cpp class AnimationSources: AnimationSources { class gunBarrel { source = "reload"; weapon = GNT_100a; }; }; (GNT_100a is the name in cfgWeapons) and in model.cfg class Animations { class main_recoil { type="translation"; source="gunBarrel"; selection="main_recoil"; begin="recoil_start"; end="recoil_end"; initPhase=1; memory=1; animPeriod =0.2; sourceAddress = "loop"; offset0=0; offset1=1; }; ...... ...... main_recoil is the gun barrel to move in the model recoil_start and recoil_end are memory points defining te direction and distance of animation Sure ... might yet be an easier way again, but this seems to work (better than ArmA1 anyway). Share this post Link to post Share on other sites
sakura_chan 9 Posted August 22, 2009 I don't see anything different than in arma1, except that bis actually used it this time. Share this post Link to post Share on other sites
[aps]gnat 28 Posted August 23, 2009 ..... it didnt work properly in ArmA1 .. bugged. Share this post Link to post Share on other sites
bravo 6 0 Posted August 23, 2009 I'm not sue if i understand what your trying to say here in this thread. Are you saying the recoil intensity can be controlled? Share this post Link to post Share on other sites
metsapeikkoo 10 Posted August 23, 2009 Well, as far as I understand, yeah. (Meaning that you could actually model & animate some artillery piece's "barrel"/gun to actually react to the recoil the firing sequense causes. But keep in mind that I'm not the expert here.) Share this post Link to post Share on other sites
[aps]gnat 28 Posted August 24, 2009 Nothing to do with hand weapon recoil. And nothing to do with the "reaction force" created by vehicel mounted weapons. Simply the animation effect of barrel recoil. Like Artillary barrel. Share this post Link to post Share on other sites
scars09 9 Posted August 25, 2009 So we don´t need to make a user Animationsource but can use reload instead? good to know. Share this post Link to post Share on other sites
bravo 6 0 Posted August 26, 2009 Simply the animation effect of barrel recoil.Like Artillary barrel. I see.. you mean like the M1abrams cannon recoil when fired? (you can see the cannon retract after being fired) Edit: Maybe this also applies to the handgun pistols. Share this post Link to post Share on other sites
scars09 9 Posted August 27, 2009 reload worked with pistols in arma1 worked without problems as far i tested it. (only had 1 handgun a c96) Damn thing is i cant even remember if i ever tried reload for arty or tanks, but there have to be some reason i used a user animationsource for them, so i guess it really didnt worked with reload animationsource on them. Share this post Link to post Share on other sites
Guest RKSL-Rock Posted August 27, 2009 Gnat try Model.cfg class cannon_reload { type="translation"; source="cannon_reload"; selection="main_gun_recoil"; begin="main_gun_recoil_end"; end="main_gun_recoil_start"; initphase=0; memory=1; animperiod =.5; sourceaddress="mirror"; minvalue=0; maxvalue=(1/100)/2; offset0=0; offset1=1; } Config.cpp inside the CFGVehicles section class AnimationSources : AnimationSources { class cannon_reload { source = "reload"; weapon = "<WEAPON CLASS NAME>"; }; }; It works on all my aircraft and tanks. I havent tried it on a ship/boat class yet though. Share this post Link to post Share on other sites
norsu 180 Posted September 14, 2009 Here's how I think BIS did it: class recoil_BEGIN { Type = "translation"; Source = "recoil_source"; Selection = "recoilhlaven"; axis= "recoilhlaven_axis" MinValue = 0.50; MaxValue = 0.80; MinPhase = 0.50; MaxPhase = 0.80; SourceAddress = "clamp"; Offset0 = 0.000000; Offset1 = -0.200000; }; class recoil_END { Type = "translation"; Source = "recoil_source"; Selection = "recoilhlaven"; axis= "recoilhlaven_axis" MinValue = 0.85; MaxValue = 1.00; MinPhase = 0.85; MaxPhase = 1.00; SourceAddress = "clamp"; Offset0 = 0.000000; Offset1 = 0.200000; }; The axis (recoilhlaven_axis) is made of two points in memory lod and it tells how long the recoil effect is just like with small arms. Share this post Link to post Share on other sites
wld427 1705 Posted April 4, 2010 sorry to dig up an old thread.... Ive got my recolis working using what is posted here by Norsu.... My only question is how to speed up the animation. right now it goes very slow Share this post Link to post Share on other sites
soul_assassin 1750 Posted April 5, 2010 I think its linked to reload time. Share this post Link to post Share on other sites
wld427 1705 Posted April 5, 2010 in a round about way it is..... right now im inheriting everything from the BIS M256 yet my animation takes 3 times longer to return. The BIS Abrams fires, recoils, 3 seconds, reload complete Mine, fires, slowly recoils, and slowly returns returns, yet i have simply copied everything above and from BIs Share this post Link to post Share on other sites
rstratton 0 Posted April 12, 2010 from config.cpp class recoil_source { source = "reload"; weapon = M284; animPeriod = 0.01; }; from model.cfg class recoil_BEGIN { type="translation"; source="recoil_source"; selection="recoil"; axis="recoil_axis"; animPeriod = 0; minValue = 0.92; maxValue = 0.99; sourceAddress = 0; offset0 = 0.000000; offset1 = -0.500000; memory = 1; }; class recoil_END { type="translation"; source="recoil_source"; selection="recoil"; axis="recoil_axis"; animPeriod = 0; minValue = 0.99; maxValue = 1; sourceAddress = 0; offset0 = 0.000000; offset1 = 0.500000; memory = 1; }; Share this post Link to post Share on other sites