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Prodeath21

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About Prodeath21

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  1. Hey, thats my final addon! Check it out. https://steamcommunity.com/sharedfiles/filedetails/?id=2135377122
  2. Thank you!! It finally is slower and works! I set "maxValue = 10;" to slow it down even more and get the perfect result. I also set "source = "::time";", so the windmill is starting automatically with the animation when placing it in EDEN. Here are my final lines of code: My objects Class (inherited into CfgVehicles (config.cpp)) class Pro21_Bahn_5 : Static { author = "Prodeath21"; displayName = "$STR_Pro21_Bahn_5"; scope=2; model = "\Pro21_Minigolf\Bahn_5\Bahn_5.p3d"; icon = "\Pro21_Minigolf\default\icons\minigolf.paa"; editorCategory="Pro21_Addon"; editorSubcategory="Pro21_Objects"; //picture = "\Pro21_Minigolf\default\icons\default.paa"; //vehicleClass = ""; class AnimationSources { class windrad { source = "::time"; //to start the animation automatically }; }; }; My model.cfg class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class Pro21_Bahn_5_sceleton: Default { skeletonInherit = "Default"; skeletonBones[]= { "wind","" }; }; }; class Rotation; class CfgModels { class Default { skeletonName=""; sections[]={}; sectionsInherit=""; }; class Bahn_5: Default { skeletonName="Pro21_Bahn_5_sceleton"; sections[]={""}; sectionsInherit=""; class Animations { class windrad { type = "rotation"; source = "::time"; selection = "wind"; axis = "wind_axis"; sourceAddress="loop"; memory = 1; minValue = 0; maxValue = 10; animPeriod = 0; angle0 = "0"; angle1 = "rad -360"; }; }; }; };
  3. Hey, currently I am working on a small "just for fun" addon to get better knowledge about Arma´s static objects and how to create them. At the moment I am creating a mini golf course with a windmill and i want to animate (spinn) the rotor of it. My Problem is, that i want to constantly rotate the windmill like the default windturbines in Arma 3, but slower. I was looking into the default turbines configs but had problems to understand how the animations work and start at the spawn. I also tryed to trigger my animation via a UserActions in the config.cpp, wich worked but it still was/is not the final solution for me. I also found out about the "sourceAddress="loop";" option after researching but it´s still not working 😞 I hope that explained my problem pretty well. Has anyone a solution, on how to fix that? My objects Class (inherited into CfgVehicles (config.cpp)) class Pro21_Bahn_5 : Static { author = "Prodeath21"; displayName = "$STR_Pro21_Bahn_5"; scope=2; model = "\Pro21_Minigolf\Bahn_5\Bahn_5.p3d"; icon = "\Pro21_Minigolf\default\icons\minigolf.paa"; editorCategory="Pro21_Addon"; editorSubcategory="Pro21_Objects"; //picture = "\Pro21_Minigolf\default\icons\default.paa"; //vehicleClass = ""; class AnimationSources { class windrad { source = "user"; //default "user" animPeriod = 12; //Dauer einer periode (Sekunden) }; }; }; My model.cfg class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class Pro21_Bahn_5_sceleton: Default { skeletonInherit = "Default"; skeletonBones[]= { "wind","" }; }; }; class Rotation; class CfgModels { class Default { skeletonName=""; sections[]={}; sectionsInherit=""; }; class Bahn_5: Default { skeletonName="Pro21_Bahn_5_sceleton"; sections[]={""}; sectionsInherit=""; class Animations { class windrad { type = "rotation"; source = "user"; selection = "wind"; axis = "wind_axis"; sourceAddress="loop"; memory = 1; minValue = 0; maxValue = 1; animPeriod = 0; angle0 = "0"; angle1 = "rad -360"; }; }; }; }; Thank you for your help! 🙂
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