Hboybowen 10 Posted August 30, 2009 Walking _wanzer = _this select 0 _posz = getpos _wanzer select 2 #mainloop ?((getpos _wanzer select 2 < 1)&&(speed _wanzer > 6)): goto "slow" ?((getpos _wanzer select 2 < 1)&&(speed _wanzer < -6)): goto "slowback" _dir1 = getdir _wanzer ~0.1 _dir2 = getdir _wanzer _dir3 = _dir1 - _dir2 ?(_dir3 > 6): goto "slow" ?(_dir3 < -6): goto "slowback" goto "mainloop" #slow ?(speed _wanzer > 40): goto "normal" _wanzer animate ["Leg0L",1] _wanzer animate ["Leg1L",1] _wanzer animate ["FeetL",1] _wanzer animate ["Leg0R",0] _wanzer animate ["Leg1R",0] _wanzer animate ["FeetR",0] _wanzer say "WanzerStep" ~1 ?(speed _wanzer < 6): goto "stop" _wanzer animate ["Leg0R",1] _wanzer animate ["Leg1R",1] _wanzer animate ["FeetR",1] _wanzer animate ["Leg0L",0] _wanzer animate ["Leg1L",0] _wanzer animate ["FeetL",0] _wanzer say "WanzerStep" ~1 goto "mainloop" #normal ?(speed _wanzer > 65): goto "fast" _wanzer animate ["ArmL",0] _wanzer animate ["Leg0L",1] _wanzer animate ["Leg1L",1] _wanzer animate ["FeetL",1] _wanzer animate ["Leg0R",0] _wanzer animate ["Leg1R",0] _wanzer animate ["FeetR",0] _wanzer say "WanzerArm" _wanzer say "WanzerStep" ~0.8 ?(speed _wanzer < 6): goto "stop" _wanzer animate ["ArmL",1] _wanzer animate ["Leg0R",1] _wanzer animate ["Leg1R",1] _wanzer animate ["FeetR",1] _wanzer animate ["Leg0L",0] _wanzer animate ["Leg1L",0] _wanzer animate ["FeetL",0] _wanzer say "WanzerArm" _wanzer say "WanzerStep" ~0.8 goto "mainloop" #fast ?(speed _wanzer > 150): goto "dash" _wanzer animate ["ArmL",0] _wanzer animate ["Leg0L",1] _wanzer animate ["Leg1L",1] _wanzer animate ["FeetL",1] _wanzer animate ["Leg0R",0] _wanzer animate ["Leg1R",0] _wanzer animate ["FeetR",0] _wanzer say "WanzerArm" _wanzer say "WanzerStep" ~0.7 ?(speed _wanzer < 6): goto "stop" _wanzer animate ["ArmL",1] _wanzer animate ["Leg0R",1] _wanzer animate ["Leg1R",1] _wanzer animate ["FeetR",1] _wanzer animate ["Leg0L",0] _wanzer animate ["Leg1L",0] _wanzer animate ["FeetL",0] _wanzer say "WanzerArm" _wanzer say "WanzerStep" ~0.7 goto "mainloop" #dash _wanzer animate ["Leg0L",1] _wanzer animate ["Leg1L",1] _wanzer animate ["FeetL",1] _wanzer animate ["ArmL",1] _wanzer animate ["Leg0R",1] _wanzer animate ["Leg1R",1] _wanzer animate ["FeetR",1] ?(speed _wanzer < 6): goto "stop" goto "mainloop" #slowback ?(speed _wanzer < -35): goto "normalback" _wanzer animate ["Leg0L",0] _wanzer animate ["Leg1L",0] _wanzer animate ["FeetL",0] _wanzer animate ["Leg0R",1] _wanzer animate ["Leg1R",1] _wanzer animate ["FeetR",1] _wanzer say "WanzerStep" ~1 ?(speed _wanzer > -6): goto "stop" _wanzer animate ["Leg0L",1] _wanzer animate ["Leg1L",1] _wanzer animate ["FeetL",1] _wanzer animate ["Leg0R",0] _wanzer animate ["Leg1R",0] _wanzer animate ["FeetR",0] _wanzer say "WanzerStep" ~1 goto "mainloop" #normalback ?(speed _wanzer < -55): goto "fastback" _wanzer animate ["ArmL",1] _wanzer animate ["Leg0L",0] _wanzer animate ["Leg1L",0] _wanzer animate ["FeetL",0] _wanzer animate ["Leg0R",1] _wanzer animate ["Leg1R",1] _wanzer animate ["FeetR",1] _wanzer say "WanzerArm" _wanzer say "WanzerStep" ~0.8 ?(speed _wanzer > -6): goto "stop" _wanzer animate ["ArmL",0] _wanzer animate ["Leg0L",1] _wanzer animate ["Leg1L",1] _wanzer animate ["FeetL",1] _wanzer animate ["Leg0R",0] _wanzer animate ["Leg1R",0] _wanzer animate ["FeetR",0] _wanzer say "WanzerArm" _wanzer say "WanzerStep" ~0.8 goto "mainloop" #fastback _wanzer animate ["ArmL",1] _wanzer animate ["Leg0L",0] _wanzer animate ["Leg1L",0] _wanzer animate ["FeetL",0] _ _wanzer animate ["Leg0R",1] _wanzer animate ["Leg1R",1] _wanzer animate ["FeetR",1] _wanzer say "WanzerArm" _wanzer say "WanzerStep" ~0.6 ?(speed _wanzer > -6): goto "stop" _wanzer animate ["ArmL",0] _wanzer animate ["Leg0L",1] _wanzer animate ["Leg1L",1] _wanzer animate ["FeetL",1] _wanzer animate ["Leg0R",0] _wanzer animate ["Leg1R",0] _wanzer animate ["FeetR",0] _wanzer say "WanzerArm" _wanzer say "WanzerStep" ~0.6 goto "mainloop" #stop _wanzer animate ["Leg0L",1] _wanzer animate ["Leg1L",1] _wanzer animate ["FeetL",1] _wanzer animate ["Leg0R",0] _wanzer animate ["Leg1R",0] _wanzer animate ["FeetR",0] goto "mainloop" Running _wanzer = _this select 0 ;_spd = speed _wanzer ;_dir = getdir _wanzer ;_velx = velocity _wanzer select 0 ;_vely = velocity _wanzer select 1 ;_velz = velocity _wanzer select 2 ;hint format["_Speed : %1 \n_Dir : %2 \n_Speedx : %3 \n_Speedy : %4",_Speed,_Dir,_Speedx,_Speedy] _ShapeName = "cl_basic" _AnimationName = "" _Type = "Billboard" _TimerPeriod = 1 _LifeTime = 0.5 _Position = [0,0,0] _MoveVelocity = [0,0,0] _RotationVelocity = 0.5 _Weight = 0.2 _Volume = 0.5 _Rubbing = 0.05 _Size = [2,4,8] _Color = [[0.1,0.8,0.1,0.45],[0.1,0.8,0.1,0.45],[0.1,0.8,0.1,0.45]] _AnimationPhase = [0] _RandomDirectionPeriod = 1.3 _RandomDirectionIntensity = 5 _OnTimer = "" _BeforeDestroy = "" _Object = "_wanzer" _cnt = 0 _cntdcl = 0 _wanzer say "JumpStep" _wanzer animate ["Leg0L",1] _wanzer animate ["Leg1L",1] _wanzer animate ["FeetL",1] _wanzer animate ["Leg0R",0] _wanzer animate ["Leg1R",0] _wanzer animate ["FeetR",0] _dir = getdir _wanzer _dshx = ((sin _Dir) * 5) _dshy = ((cos _Dir) * 5) ?(_spd > 140) : _dshx = ((sin _Dir) * 3) ?(_spd > 140) : _dshy = ((cos _Dir) * 3) ?(_spd > 160) : _dshx = ((sin _Dir) * 2) ?(_spd > 160) : _dshy = ((cos _Dir) * 2) ?(_spd > 180) : _dshx = (sin _Dir) ?(_spd > 180) : _dshy = (cos _Dir) ?(_spd > 200) : _dshx = 0 ?(_spd > 200) : _dshy = 0 _clvelx = (-(sin _Dir) * 50) _clvely = (-(cos _Dir) * 50) _errx = -(cos _dir) * 1.4 _erry = (sin _dir) * 1.4 #bst _wanzer setFuel fuel _wanzer - 0.002 ?(fuel _wanzer == 0) : goto "fuelout" _velx = velocity _wanzer select 0 _vely = velocity _wanzer select 1 _velz = velocity _wanzer select 2 _wanzer setvelocity [_velx + _dshx ,_vely + _dshy,_velz] _posx = getpos _wanzer select 0 _posy = getpos _wanzer select 1 _posz = getpos _wanzer select 2 _Position = [_posx + _errx,_posy + _erry,_posz + 3] _MoveVelocity = [_clvelx + random 40 - 20,_clvely + random 40 - 20,random 30 - 15] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_Life Time,_Position,_MoveVelocity,_RotationVelocity,_We ight,_Volume,_Rubbing,_Size,_Color,_AnimationPhase ,_RandomDirectionPeriod,_RandomDirectionIntensity, _OnTimer,_BeforeDestroy,_Object] _MoveVelocity = [_clvelx + random 40 - 20,_clvely + random 40 - 20,random 30 - 15] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_Life Time,_Position,_MoveVelocity,_RotationVelocity,_We ight,_Volume,_Rubbing,_Size,_Color,_AnimationPhase ,_RandomDirectionPeriod,_RandomDirectionIntensity, _OnTimer,_BeforeDestroy,_Object] _MoveVelocity = [_clvelx + random 40 - 20,_clvely + random 40 - 20,random 30 - 15] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_Life Time,_Position,_MoveVelocity,_RotationVelocity,_We ight,_Volume,_Rubbing,_Size,_Color,_AnimationPhase ,_RandomDirectionPeriod,_RandomDirectionIntensity, _OnTimer,_BeforeDestroy,_Object] _MoveVelocity = [_clvelx + random 40 - 20,_clvely + random 40 - 20,random 30 - 15] ~0.1 _cnt = _cnt + 1 ?(_cnt > 4) : goto "dcl" goto "bst" #dcl _velx = velocity _wanzer select 0 _vely = velocity _wanzer select 1 _velz = velocity _wanzer select 2 _wanzer setvelocity [_velx * 0.9,_vely * 0.9,_velz] _cntdcl = _cntdcl + 1 ?(_cntdcl > 2) : exit ~0.1 goto "dcl" #fuelout _Wanzer vehiclechat "FUEL OUT" exit Starting it up _vehicle = _this select 0 Life = getdammage _vehicle ?!(player in _vehicle) : goto "exit" ?(Life >= 0.5) : goto "startupB" _vehicle say "ZenithStartUp" #startupA ~1 _vehicle vehicleChat "DURANDAL Armor.Tactics.Research.Corps" ~2 _vehicle vehicleChat "ZENITH" ~1.5 _vehicle vehicleChat "Version 1.0" ~2.5 _vehicle vehicleChat "memory check! ---------- OK" ~2 _vehicle vehicleChat "system check! ---------- OK" ~2 _vehicle vehicleChat "Body/Arm/Leg ---------- OK" ~2 _vehicle vehicleChat "Entrace Logon ********" ~3 _vehicle vehicleChat "All Systems ready..." goto "exit" #startupB ~1.5 _vehicle vehicleChat "DURANDAL Armor.Tactics.Research.Corps" ~1.5 _vehicle vehicleChat "Zenith" ~1.5 _vehicle vehicleChat "Version 1.0" ~2.5 _vehicle vehicleChat "memory check! ------------------------ " ~2 _vehicle vehicleChat "system check! ------------------------ " ~2 _vehicle vehicleChat "Body/Arm/Leg ---------- Damaged " ~2 _vehicle vehicleChat "Entrace Logon ********" ~3 _vehicle vehicleChat "All Systems ready..." goto "exit" #exit exit jumping _wanzer = _this select 0 ;_dir = getdir _wanzer ;_vel = velocity _wanzer ;_velx = velocity _wanzer select 0 ;_vely = velocity _wanzer select 1 ;_velz = velocity _wanzer select 2 ;_posx = getpos _wanzer select 0 ;_posy = getpos _wanzer select 1 ;_posz = getpos _wanzer select 2 _ShapeName = "cl_basic" _AnimationName = "" _Type = "Billboard" _TimerPeriod = 1 _LifeTime = 0.5 _Position = [0,0,0] _MoveVelocity = [0,0,0] _RotationVelocity = 0.5 _Weight = 0.2 _Volume = 0.5 _Rubbing = 0.05 _Size = [2,5,8,10] _Color = [[0.1,0.8,0.1,0.45],[0.1,0.8,0.1,0.45],[0.1,0.8,0.1,0.45],[0.1,0.8,0.1,0.3]] _AnimationPhase = [0] _RandomDirectionPeriod = 1.3 _RandomDirectionIntensity = 5 _OnTimer = "" _BeforeDestroy = "" _Object = "_wanzer" _mlpbst = 70 _mlprvs = 10 _cntjmp = 0 _cntfly = 0 _cntflybst = 0 _cntrvs = 0 _wanzer say "JumpStep" _wanzer animate ["Leg0L",0] _wanzer animate ["Leg1L",0] _wanzer animate ["FeetL",0] _wanzer animate ["Leg0R",0] _wanzer animate ["Leg1R",0] _wanzer animate ["FeetR",0] _velx = velocity _wanzer select 0 _vely = velocity _wanzer select 1 _wanzer setvelocity [_velx,_vely,20] _dir = getdir _wanzer _errx = -(cos _dir) * 1.4 _erry = (sin _dir) * 1.4 #bst _wanzer setFuel fuel _wanzer - 0.00015 ?(fuel _wanzer == 0) : goto "fuelout" _posx = getpos _wanzer select 0 _posy = getpos _wanzer select 1 _posz = getpos _wanzer select 2 _dir = getdir _wanzer _wanzer setdir _dir _Position = [_posx + _errx,_posy + _erry,_posz + 2] _mlpbst = _mlpbst * 0.80 _clvelx = _mlpbst * sin random 360 _clvely = _mlpbst * cos random 360 _clvelz = (random -20) - 50 _MoveVelocity = [_clvelx,_clvely,_clvelz] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_Life Time,_Position,_MoveVelocity,_RotationVelocity,_We ight,_Volume,_Rubbing,_Size,_Color,_AnimationPhase ,_RandomDirectionPeriod,_RandomDirectionIntensity, _OnTimer,_BeforeDestroy,_Object] _clvelx = _mlpbst * sin random 360 _clvely = _mlpbst * cos random 360 _clvelz = (random -20) - 50 _MoveVelocity = [_clvelx,_clvely,_clvelz] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_Life Time,_Position,_MoveVelocity,_RotationVelocity,_We ight,_Volume,_Rubbing,_Size,_Color,_AnimationPhase ,_RandomDirectionPeriod,_RandomDirectionIntensity, _OnTimer,_BeforeDestroy,_Object] _clvelx = _mlpbst * sin random 360 _clvely = _mlpbst * cos random 360 _clvelz = (random -20) - 50 _MoveVelocity = [_clvelx,_clvely,_clvelz] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_Life Time,_Position,_MoveVelocity,_RotationVelocity,_We ight,_Volume,_Rubbing,_Size,_Color,_AnimationPhase ,_RandomDirectionPeriod,_RandomDirectionIntensity, _OnTimer,_BeforeDestroy,_Object] #skip1 _velz = velocity _wanzer select 2 ?(_velz < 20) : goto "bstoff" ~0.1 goto "bst" #bstoff _posz = getpos _wanzer select 2 _velz = velocity _wanzer select 2 _dir = getdir _wanzer _wanzer setdir _dir ?(_posz < 10) : goto "fall" ?(_velz <= 0) : goto "flybst" ?(fuel _wanzer == 0) : goto "fuelout" ~0.1 goto "bstoff" #flybst _wanzer setFuel fuel _wanzer - 0.001 ?(fuel _wanzer == 0) : goto "fuelout" ;_velz = velocity _wanzer select 2 _posx = getpos _wanzer select 0 _posy = getpos _wanzer select 1 _posz = getpos _wanzer select 2 _dir = getdir _wanzer _wanzer setdir _dir _Position = [_posx + _errx,_posy + _erry,_posz + 2] _clvelx = (10 + random 10) * sin random 360 _clvely = (10 + random 10) * cos random 360 _clvelz = (random -20) - 50 _MoveVelocity = [_clvelx,_clvely,_clvelz] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_Life Time,_Position,_MoveVelocity,_RotationVelocity,_We ight,_Volume,_Rubbing,_Size,_Color,_AnimationPhase ,_RandomDirectionPeriod,_RandomDirectionIntensity, _OnTimer,_BeforeDestroy,_Object] _clvelx = (10 + random 10) * sin random 360 _clvely = (10 + random 10) * cos random 360 _clvelz = (random -20) - 50 _MoveVelocity = [_clvelx,_clvely,_clvelz] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_Life Time,_Position,_MoveVelocity,_RotationVelocity,_We ight,_Volume,_Rubbing,_Size,_Color,_AnimationPhase ,_RandomDirectionPeriod,_RandomDirectionIntensity, _OnTimer,_BeforeDestroy,_Object] _clvelx = (10 + random 10) * sin random 360 _clvely = (10 + random 10) * cos random 360 _clvelz = (random -20) - 50 _MoveVelocity = [_clvelx,_clvely,_clvelz] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_Life Time,_Position,_MoveVelocity,_RotationVelocity,_We ight,_Volume,_Rubbing,_Size,_Color,_AnimationPhase ,_RandomDirectionPeriod,_RandomDirectionIntensity, _OnTimer,_BeforeDestroy,_Object] #skip2 _cntflybst = _cntflybst + 1 ?(_cntflybst > 2) : goto "fly" ~0.1 goto "flybst" #fly _cntflybst = 0 _velz = velocity _wanzer select 2 ?(_velz < -10) : goto "fall" ?(_velz > 10) : exit _wanzer say "JumpStep" _velx = velocity _wanzer select 0 _vely = velocity _wanzer select 1 _wanzer setvelocity [_velx,_vely,3.5] _dir = getdir _wanzer _wanzer setdir _dir _cntfly = _cntfly + 1 ?(_cntfly > 5 + random 3) : goto "fall" ~0.5 + random 0.5 goto "flybst" #fall _posz = getpos _wanzer select 2 ?(_posz <= 20) : _wanzer say "JumpStep" ?(_posz <= 20) : goto "animat" ?(fuel _wanzer == 0) : goto "fuelout" _dir = getdir _wanzer _wanzer setdir _dir ~0.05 goto "fall" #animat _wanzer say "JumpStep" _wanzer animate ["Leg0L",0] _wanzer animate ["Leg1L",0] _wanzer animate ["FeetL",0] _wanzer animate ["ArmL",1] _wanzer animate ["Leg0R",0] _wanzer animate ["Leg1R",0] _wanzer animate ["FeetR",0] _wanzer animate ["ArmR",1] #rvs _wanzer setFuel fuel _wanzer - 0.001 ?(fuel _wanzer == 0) : goto "fuelout" _velx = velocity _wanzer select 0 _vely = velocity _wanzer select 1 _velz = velocity _wanzer select 2 _wanzer setvelocity [_velx,_vely,_velz * 0.9 + 3.0] _dir = getdir _wanzer _wanzer setdir _dir _posx = getpos _wanzer select 0 _posy = getpos _wanzer select 1 _posz = getpos _wanzer select 2 _Position = [_posx + _errx,_posy + _erry,_posz + 2] _mlprvs = _mlprvs * 1.25 _clvelx = _mlprvs * sin random 360 _clvely = _mlprvs * cos random 360 _clvelz = (random -20) - 50 _MoveVelocity = [_clvelx,_clvely,_clvelz] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_Life Time,_Position,_MoveVelocity,_RotationVelocity,_We ight,_Volume,_Rubbing,_Size,_Color,_AnimationPhase ,_RandomDirectionPeriod,_RandomDirectionIntensity, _OnTimer,_BeforeDestroy,_Object] _clvelx = _mlprvs * sin random 360 _clvely = _mlprvs * cos random 360 _clvelz = (random -20) - 50 _MoveVelocity = [_clvelx,_clvely,_clvelz] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_Life Time,_Position,_MoveVelocity,_RotationVelocity,_We ight,_Volume,_Rubbing,_Size,_Color,_AnimationPhase ,_RandomDirectionPeriod,_RandomDirectionIntensity, _OnTimer,_BeforeDestroy,_Object] _clvelx = _mlprvs * sin random 360 _clvely = _mlprvs * cos random 360 _clvelz = (random -20) - 50 _MoveVelocity = [_clvelx,_clvely,_clvelz] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_Life Time,_Position,_MoveVelocity,_RotationVelocity,_We ight,_Volume,_Rubbing,_Size,_Color,_AnimationPhase ,_RandomDirectionPeriod,_RandomDirectionIntensity, _OnTimer,_BeforeDestroy,_Object] #skip3 ?(_velz > -8) : goto "chk" ~0.1 goto "rvs" #chk _posz = getpos _wanzer select 2 ?(_posz <= 1) : goto "lnd" ?(fuel _wanzer == 0) : goto "fuelout" ~0.1 goto "chk" #lnd _velx = velocity _wanzer select 0 _vely = velocity _wanzer select 1 _wanzer setvelocity [_velx,_vely,0] exit #fuelout _Wanzer vehiclechat "Fuel out" exit init _vehicle = _this select 0 [_vehicle] exec "\Zenith\scripts\ZntStartUp.sqs" exit Speed _vehicle = _this select 0 #check @speed _vehicle > 1 _vehicle setvelocity [(velocity _vehicle select 0)*1,(velocity _vehicle select 1)*1,(velocity _vehicle select 2)] @speed _vehicle < 1 ~0.1 goto "check" exit Ok so i pulled these out of a ofp mech and tryna port to Arma 2 now but i havent had any luck with my efforts. If someone help me solves this I will give credit to them on my mech releases Share this post Link to post Share on other sites
Gigan 1 Posted August 30, 2009 "_wanzer" ? It is my mech addon :cool: It will be good to refer to the following links, in order to carry out animation of the model. Model Config How to animate a model Howto Model Config By cfgSkeletons, division by class of animation was attained after arma1. Complicated animation should be able to be carried out rather than a motion of the leg attained with the above script. As a rough procedure, arbitrary selection names are given to a model to animation within o2. The memory point used as the reamer reference position of the animation of the model is defined. A section is defined within CfgModels of config. A bone is defined within cfgSkeletons. AnimationSources is defined within the own-class in CfgVehicles. Animation of the model is carried out using animate command. Share this post Link to post Share on other sites
Hboybowen 10 Posted August 30, 2009 "_wanzer" ? It is my mech addon :cool:It will be good to refer to the following links, in order to carry out animation of the model. Model Config How to animate a model Howto Model Config By cfgSkeletons, division by class of animation was attained after arma1. Complicated animation should be able to be carried out rather than a motion of the leg attained with the above script. As a rough procedure, arbitrary selection names are given to a model to animation within o2. The memory point used as the reamer reference position of the animation of the model is defined. A section is defined within CfgModels of config. A bone is defined within cfgSkeletons. AnimationSources is defined within the own-class in CfgVehicles. Animation of the model is carried out using animate command. :confused::confused: so im no scripter so im like "what the hell are u saying" can u explain like u talking to a noobs of scripting lol Share this post Link to post Share on other sites
sakura_chan 9 Posted August 31, 2009 Um if you are a noob at scripting, making a walking mech is about the hardest thing you could want to do. I don't mean to discourage you, but at best an experienced modder could make a comical machine that rolls around like its on ice skates. Why not try something easier like a tracked mech, or a flying 'mobile armor' with some fun weapons? you could make them really big or fast and would be just as fun as using a walker. :) Share this post Link to post Share on other sites
Hboybowen 10 Posted August 31, 2009 well i could use the mech walking style of "Zero" the anime they didnt walk they had wheels underneath there feet and was more like they were skating Share this post Link to post Share on other sites
Demiurge 10 Posted September 1, 2009 A giant, really, really, really (like, for real), walking robot has been top of my wanted addons list for ever. /me keeps hoping the clever modders out there will keep trying now we've got the new animation possibilities mentioned above... Share this post Link to post Share on other sites
Gigan 1 Posted September 2, 2009 @Hboybowen Walk animation is performed using the animate command. It is dependent on those who make it how a leg is moved by using this command. When you want to learn about a script, first, open the existing script work, and watch, or visit wiki. Also, I can help you in a mech walk animation. If you even make it for you to create a mech model and make it operate well within arma2, I will be able to add walk animation to the mech. I am interested in the animation of 4-legs :) It is difficult for 2-legs walk to show automatically rather than 4-legs walk. 6-legs walk is also difficult than 4-legs walk. Share this post Link to post Share on other sites
Hboybowen 10 Posted September 5, 2009 pm me with some contact info gigan like msn,skype or steam Share this post Link to post Share on other sites