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chaoduichen

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About chaoduichen

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  1. chaoduichen

    Project Infinite v1.0

    @BnaeThanks for your help . I made it ! I used playaction command in init.sqf ,and it works! Thanks alot. :)
  2. chaoduichen

    Project Infinite v1.0

    Good work ,Bane. Your work is amazing ! My friend made a knife mod ,and we`ve make some attack animation (.rtm files),but we dont konw how to configure it ,in other words ,how to play an knife attack animation when fire(the knife inherit pistol class)。We tried to use player addEventHandler ["fired",{ player switchmove " attck"}] ,but it failed,after play the movement my character freezed,it looks terrible. Any idea is appreciate :). Sorry for my English with the help of Google translation . here is the config.cpp for rtm : //config.cpp for attck class CfgPatches { class attack { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = { "A3_Anims_F"}; }; }; class CfgMovesBasic; class CfgMovesMaleSdr : CfgMovesBasic { ///////下面就是你自己的东西了继承了上面的类 skeletonName = "OFP2_ManSkeleton"; gestures = "CfgGesturesMale"; extended = "CfgExtendedAnimation"; class States { class AmovPercMstpSnonWnonDnon; class attack: AmovPercMstpSnonWnonDnon { scope=2; blockmobileswitch=1; file = "\std\dao_cq.rtm"; speed = 1; /*if speed is entered as positive number, it will mean it will last for 1/speed seconds (if 0.25, it will last for 4s). You can use negative number to indi cate how many seconds should it last, in this example -5 will make it last 5 seconds*/ looped = 0; canBlendStep = 1; /*sliding effect on/off, we set it to off because we do not character to move/slide in this move*/ interpolateTo[] = {}; /* Interpolation - smooth blending to another state. We use it usually when we know that last keyframe is different to first keyframe of the target animation. If they are the same, use ConnectTo[] instead.*/ connectTo[]={}; }; }; }; //cnofig.cpp for the knife class CfgPatches { class KA_dagger { units[]={}; weapons[]= { "KA_machete", }; requiredVersion=0.1; requiredAddons[]= { "A3_Weapons_F" }; }; }; class CfgAmmo { class BulletBase; class KA_machete_ammo: BulletBase { ACE_ammoTempMuzzleVelocityShifts[] = {-2.655, -2.547, -2.285, -2.012, -1.698, -1.280, -0.764, -0.153, 0.596, 1.517, 2.619}; ACE_muzzleVelocities[] = {50}; hit = 4.5; indirectHit = 0; indirectHitRange = 0; cartridge = ""; caliber = 0.25; deflecting = 45; visibleFireTime=0; visibleFire=0; audibleFire=0; dangerRadiusBulletClose=0; dangerRadiusHit=0; suppressionRadiusBulletClose=0; suppressionRadiusHit=0; cost = 100; typicalSpeed = 50; airFriction = -0.0018; muzzleEffect = ""; minRange = 1; minRangeProbab = 0.8; midRange = 2; midRangeProbab = 1.5; maxRange = 3; maxRangeProbab = 2.5; explosive = 0; simulationStep = 0.001; timeToLive = 0.015; }; }; class CfgMagazines { class CA_Magazine; class KA_machete_blade: CA_Magazine { scope = 2; displayName = "Machete Blade"; picture = "\KA_dagger\UI\KA_machete_mag.paa"; ammo = "KA_machete_ammo"; author = "KICKASS"; dlc = "KICKASS"; count = 99999; initSpeed = 50; tracersEvery = 0; descriptionShort = "Blade"; mass = 0; }; }; class Mode_SemiAuto; class SlotInfo; class CowsSlot; class MuzzleSlot; class CfgWeapons { class Pistol; class Pistol_Base_F: Pistol { class WeaponSlotsInfo; class GunParticles{}; }; class KA_machete: Pistol_Base_F { scope = 2; model = "\KA_dagger\KA_machete.p3d"; picture = "\KA_dagger\UI\KA_machete.paa"; author = "KICKASS"; dlc = "KICKASS"; fireLightIntensity = 0.0; handAnim[] = {"OFP2_ManSkeleton","\KA_dagger\anim\KA_dagger.rtm"}; magazines[] = {"KA_machete_blade"}; displayname = "OTS-04 Dagger"; descriptionShort = "Dagger"; cursor = "EmptyCursor"; cursorAim = "throw"; cursorSize = 1; weaponInfoType = "RscWeaponEmpty"; class WeaponSlotsInfo { mass = 5; }; class GunParticles { class FirstEffect{}; }; reloadAction = "GestureReloadtest"; recoil = "recoil_pistol_zubr"; modes[] = {"Single"}; class Single: Mode_SemiAuto { sounds[] = {"StandardSound"}; class StandardSound { begin1[]= {"KA_dagger\sounds\caliburn.wss",3,1,5}; soundBegin[] = {"begin1",0.01}; }; burst = 1; soundContinuous = "true"; reloadSound[] = {"",1,1}; recoil = "recoil_pistol_light"; recoilProne = "recoil_prone_pistol_light"; reloadTime = 0.2; dispersion = 0.0029; minRange = 5; minRangeProbab = 0.3; midRange = 25; midRangeProbab = 0.6; maxRange = 50; maxRangeProbab = 0.1; aiRateOfFire = 2; aiRateOfFireDistance = 25; }; }; }; }; here is the config.cpp for the knife
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