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engener
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Posts posted by engener
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Hi, this qestion: how i make create a looped rotation anim with source=user? this not for wheel or turret animation, so do not say me about source=wheel/End this anims mast start and ends with user action, end not rotation all time, so do not say about source=time.;)
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Play over 2 hours to this mods today.....old good time is back, senks for work!!!
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Hi all,
Am tru create some RTM animation on buildings addons, so trouble is how to attach rtm anim to useraction, exacly on building class, i know how do it to destruction anim, but i need attach rtm exacly on useraction.
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OK, i make it :) Plz close topic.
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goddamit!! anyone?
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Yep well be cool, if someone from BIS help us :rolleyes:
BIS where you? ;) maybe we mast send message to BIS?
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a can upload model if you wish
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no this make me crazy
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no, becose i need new vertical model for this
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Hi, a tru to create my flag, a model "panel" is corect:
1."xsize", "ysize" Property name chenget to my flag size.
2."ycount", "xcount" Property name same as BIS: 5/6 (not chenge becose not know about this parametr).
3.All model have nemed selection: "latka", "pevne", "volne".
My Config.cpp:
#define protected 1 #define public 2 #define true 1 #define false 0 class CfgPatches { class NPMisc { units[] = {PORTOTIP}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class cfgVehicleClasses { class NEW_PROJECT { displayName = "NEW_PROJECT"; }; }; class cfgVehicles { class FlagCarrier; class Bazef_vlajkstozar : FlagCarrier { scope = public; accuracy = 1000; model = "\PROJECT_MATERIA\Bazef_vlajkstozar.p3d"; displayName = "PORTOTIP"; vehicleClass = NEW_PROJECT; }; class cfgNonAiVehicles { class ProxyFlag { autocenter = 0; scope = 2; reversed = 0; model = ""; simulation = "flag"; selectionFabric = "latka"; }; class flag_Bstozar : ProxyFlag { model = "\PROJECT_MATERIA\flag_Bstozar"; }; }; };
My Models.cfg:
class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class Flag: Default {}; class FlagCarrier: Default { skeletonInherit = "Default"; skeletonBones[] = { "stozar","", "vlajka","" }; }; class Bazef_vlajkstozar: FlagCarrier { skeletonInherit = "Default"; skeletonBones[] = { "stozar","", "vlajka","" }; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class Flag: Default { sections[] = {"latka"}; }; class flag_Bstozar: Flag { sections[] = {"latka"}; }; }; };
Problem: Flag after attaching witch FlagCarrier stay static (does not develop on a wind)
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can anyone attach this to some US RTO unit, P85 maybe?
AN PRC 77
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Panic?ofcose
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This only WIP, dont panic :pIt's a shame you can't really get anisotropic specular with the ArmA engine (can you?). That would go a long way to sell the brushed metal look. I think the bump on the brushed metal might be a little too severe. It has the look of leather or something. -
some qest item
loop rotation anim
in ARMA 2 & OA : ADDONS - Configs & Scripting
Posted · Edited by engener
unfortunately does not work. i know about
but anims still have stop time, seems this is only way to do wot i want