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Apache7

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About Apache7

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  1. Fastest way would be to delete the bones that are mentioned in the rpt error. I have to constantly do that when porting an anim from A2 to A3 due to different naming conversion in a3 for facebones. They won't impact your anim unless you plant o animate eyelids,mouth etc.
  2. DePBO fails to extract the pbo's properly for some reason, you endup missing half of the stuff in the pbo's. When extracting with something like pbo manager it works fine. That was armatecs issue with not seeing UI and the rest of the folders. When attempting to extract with mikero's ExtractPbo it throws this Derap:Derap: Missing name for class or array Rap or Derap error
  3. Apache7

    Purple Famas pack

    Purple, can you please update your .rtm files. They are causing rpt skeleton errors due to having a2 face bones in them. Or use these that I fixed to save you some time. http://www.mediafire.com/download/66wm3rrl8me8l04/prpl_famas_a3.rar
  4. Apache7

    Trixie's Release Thread

    You need to fix your rtm's, they contain arma 2 bones that produce rpt errors. Either fix them yourself or use these that I fixed. http://www.mediafire.com/download/3c02x233m1eus7x/anim.rar
  5. You need to specify full file location for example if your parent folder is k40_chimera it would be k40_chimera\k40_anim\vehicles\file.rpt Did some formatting changes and removed an extra , from somewhere. Change the animation paths to correct ones and try again. class CfgPatches { class k40_Anim { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_CargoPoses_F"}; }; }; class CfgMovesBasic { class DefaultDie; class ManActions { k40_chimera_cmdr_out = "k40_chimera_cmdr_out"; k40_chimera_cmdr_in = "k40_chimera_cmdr_in"; }; }; class CfgMovesMaleSdr: CfgMovesBasic { class States { class Crew; class crew_tank01_in; class k40_chimera_cmdr_in: crew_tank01_in { file = "k40_Anim\vehicles\chimera_cmdr_in.rtm"; interpolateTo[] = {"KIA_crew_tank01",1}; }; class k40_chimera_cmdr_out: Crew { file = "k40_Anim\vehicles\chimera_cmdr_out.rtm"; speed = -11; interpolateTo[] = {"k40_chimera_cmdr_out_KIA",1}; }; class k40_chimera_cmdr_out_KIA: DefaultDie { actions = "DeadActions"; file = "k40_Anim\vehicles\Chim_cmdr_out_KIA.rtm"; speed = 0.5; looped = "false"; terminal = 1; connectTo[] = {"Unconscious",0.1}; soundEnabled = 0; }; }; };
  6. Apache7

    C-130J Port Release

    @theebu, you need to fix your .rtm files. If you port them over from A2 you need to remove arma2 face bones otherwise its going to cause RPT errors with missing skeleton bones. Fixed this one for you, also included your original .rtm in unbinarised form so you can see what was changed. https://www.mediafire.com/?ks31brv6u7e12jy
  7. Smookie, maybe you can tell me if its me who is doing this wrong or if its the default config that is misconfigured. I'm trying to utilize MoveWithInjuredManCarrierNon set of animations, but they refuse to work unless i got a rifle in my inventory. So for example i execute playmove "AcinPercMstpSnonWnonDnon" it places me into correct animation after picking the injured unit up, but I cannot move. The moment I spawn myself a rifle, which goes on my back I'm able to move again. If I drop it, its back to unable to move mode. Same exact thing happens with a pistol, unless I got a rifle on me I cannot move. The moment i add a rifle to my inventory it works and i can move with a pistol in hand.
  8. Apache7

    RH PDW pack

    You've forgotten to remove A2 facebones from your RH_PDW.rtm animation. That produces RPT errors with missing bones. Fixed the RTM file for you, so if you can please update your addon with the proper RTM file. Package contains both binarised and unbinarised rtms. rh_pdw.rar
  9. @Purple Your animations are taken from A2 that use different face bones than A3, that produces RPT errors with missing bones etc. You need to remove all face bones when reusing A2 rtm's in A3. Done the work for you on this one. Package contains both binarised and unbinarised proper animations so you can see what I've done to them. So if you can please update your addon with these. prpl_benellim4.rar
  10. Thank you for your explanation, IK numbers never made much sense to me. Smookie could you please explain the following parameters since they got no explanation on the biki or are very poorly described. static relSpeedMin relSpeedMax canBlendStep InterpolationSpeed InterpolationRestart duty useIdles interpolationRestart Walkcycles limitGunMovement
  11. What I'm trying to do is to play a gesture with my left hand while having a primary weapon in my right. If weapon has handAnim[] defined it won't let go of the rifle when playing the action. Yet reloadAction bypasses that and allows left hand to move freely. Is there a way to detach the left hand to perform a gesture with it ? Found a solution. Leaving this here, in case somebody follows my footsteps, just need to include these in the gesture config. rightHandIKCurve[] = {0}; leftHandIKCurve[] = {0};
  12. Is it normal for handAnim mask that is defined in weapon config to not be overriden by gestures which use handsWeapon mask ?
  13. Thing is, its default BIS config. Just trying to run unit playmove "AadjPercMstpSrasWrflDdown" to set the unit into adjusted state that is one below the default state gets the unit stuck in that animation. Anyway, I've solved the issue by using connectFrom "aadjpercmstpsraswrfldup_amovpercmstpsraswrfldnon" in custom anim config so it would perform transition back to default stance with raised weapon and then perform my animation.
  14. Smookie, could you please explain this to me. How come when I execute unit playmove "AadjPercMstpSrasWrflDdown" the player gets stuck in place until I vault. But if I execute "amovpercmstpsraswrfldnon_aadjpercmstpsraswrflddown" which leads to "AadjPercMstpSrasWrflDdown", i can move freely in that stance ? I'm trying to configure an animation that supposed to work from any stance.
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