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Found 92 results

  1. Survival Pack ---------------------------------------------------------------- this mod allows you to create scenarios with hunger & thirst through a module, and adds some functionality to food items and canister fuel, and that's pretty much it ^_^ Features: - makes basic in game existing items such as foods and a fuel canister usable with animations and sounds, though all items are mostly in game existing there is a new MRE (military ration) throwed in after an update - after an update, item functionality is there without the needing of any modules, you can refill water bottles or refuel canisters, you can have items working without activating Hunger & Thirst - mod items has compatibility or support with other mods or scripts that has a different hunger and water system, but this works if the custom mod/mission uses getVariable to store player's hunger and water, which I'm pretty sure it will be 90% mostly getVariable Modules (Survival): - "Hunger & Thirst" module activates player hunger & thirst (very obvious, why am I typing this? xD) - "Item Properties" module sets item properties food nutrition value, water value and consuming duration - "Settings" module defines the variable names for 'hunger' and 'thirst' to store in player, and sets max hunger & thirst value - "Strings" module for changing texts, action texts, messages and icons of this mod Functions: - eg: retrieves a player's hunger & thirst value: _firstPlayer = allPlayers select 0; [_firstPlayer] call survivalpack_fnc_getHungerWater; waitUntil {!isNil "sp_recievedpacketvar_player"}; waitUntil {_firstPlayer == sp_recievedpacketvar_player}; systemChat format ["player '%1' actual food and water values are %2%4 %3%4", name sp_recievedpacketvar_player, sp_recievedpacketvar_food, sp_recievedpacketvar_water, "%"]; systemChat format ["player '%1' displayed food and water values are %2%4 %3%4", name sp_recievedpacketvar_player, round(sp_recievedpacketvar_food * 100), round(sp_recievedpacketvar_water * 100), "%"] - eg: set hunger & water for player, sets the first player's hunger to 50% and thirst to %20, -1 to ignore [allPlayers select 0, 0.5, 0.2] call survivalpack_fnc_setHungerWater ClassList: - adding items to player inventory: player addItem "SPItem_CanisterFuel"; player addItem "SPItem_CanisterFuelEmpty"; player addItem "SPItem_TacticalBacon"; player addItem "SPItem_CanSpirit"; player addItem "SPItem_CanFranta"; player addItem "SPItem_CanRedGull"; player addItem "SPItem_Waterbottle"; player addItem "SPItem_WaterbottleEmpty"; player addItem "SPItem_Canteen"; player addItem "SPItem_CanteenEmpty"; player addItem "SPItem_Cerealbox"; player addItem "SPItem_PowderedMilk"; player addItem "SPItem_RiceBox"; player addItem "SPItem_Pumpkin"; player addItem "SPItem_Orange"; player addItem "SPItem_BakedBeans"; player addItem "SPItem_MRE"; - adding items to container: this addItemCargoGlobal ["SPItem_CanisterFuel", 10]; this addItemCargoGlobal ["SPItem_CanisterFuelEmpty", 10]; this addItemCargoGlobal ["SPItem_TacticalBacon", 10]; this addItemCargoGlobal ["SPItem_CanSpirit", 10]; this addItemCargoGlobal ["SPItem_CanFranta", 10]; this addItemCargoGlobal ["SPItem_CanRedGull", 10]; this addItemCargoGlobal ["SPItem_Waterbottle", 10]; this addItemCargoGlobal ["SPItem_WaterbottleEmpty", 10]; this addItemCargoGlobal ["SPItem_Canteen", 10]; this addItemCargoGlobal ["SPItem_CanteenEmpty", 10]; this addItemCargoGlobal ["SPItem_Cerealbox", 10]; this addItemCargoGlobal ["SPItem_PowderedMilk", 10]; this addItemCargoGlobal ["SPItem_RiceBox", 10]; this addItemCargoGlobal ["SPItem_Pumpkin", 10]; this addItemCargoGlobal ["SPItem_Orange", 10]; this addItemCargoGlobal ["SPItem_BakedBeans", 10]; this addItemCargoGlobal ["SPItem_MRE", 10]; - animation classes: sp_anim_start_eating sp_anim_eating sp_anim_end_eating sp_anim_start_drinking_waterbottle sp_anim_drinking_waterbottle sp_anim_end_drinking_waterbottle sp_anim_start_canister_fuel sp_anim_canister_fuel sp_anim_end_canister_fuel
  2. Hi, I want a unit to play animation for some time (two civilians are talking to each other for 2 min.) and then just leave one of the civilians with "CARELESS" behavior to stand there. The problem is the civilian immediately switch in "panic mode" after the animation ends and crouch like idiot if he is under heavy fire. //from trigger, unita name is ruhe ruhe disableAI "ANIM"; ruhe switchMove "Acts_CivilTalking_1"; ruhe playAction "Acts_CivilTalking_1"; ruhe enableAI "ANIM"; Any help appreciated.
  3. I posted something similar to this in a previous thread https://forums.bohemia.net/forums/topic/241729-land-contacts-on-vehicle-mod/, however that most likely was the wrong topic to be posting in about this issue. I have currently rigged and put into the engine a M983 HEMTT. I've got bones for the wheels, and all the sockets I should need to get it to function in game. Scaling atm is a bit wonky but that just takes some fiddling in blender and then a full reimport(side note, re-import does not update the xob, fbx, or txo in engine with new mesh, colliders, or bones. I have to delete the xob, fbx, and txo then re-import the new fbx and let the engine register it, then I have to set all the gamemats, and skinning options). Alright back on topic. The prefab I started with was the M923A1 base prefab. Just the cab on frame et no canopy or cargo etc. I figured that would be the closest to what I was trying to mod in. The M983 has 4 axels, the M923A1 has 3. I added additional axels and associated triggers in the prefab so that the wheel sim would recognize the additional axel. When running the model in game I run into issues where the model spawns in, doesn't bounce on the suspension, or roll whatsoever. The vehicle engine starts, stops, all the sound effects work, but nothing is applied to the wheels. I currently have the animations from the M923A1 for basically all of the animations in the prefab. Would there be anything else I need to change to get this model to work? Also should I change the prefab I start with to one of the base ones and if so which one because if I go with the base truck one I feel as though I'll run into the same issue.
  4. I am trying to make a simple function that will add an event, which triggered, causes a select few animations to repeat on themselves, however, I'm struggling with finding a way to pass a variable from the function to the event itself. (The string of the animation to loop.) I have searched a lot of forum posts, but I haven't found anyone with a similiar issue. Maybe there's an easier way to do what I'm trying to do? Any help would be greatly appreciated. fnc_loopAnim = { params ["_unit", "_loopedAnim"]; _unit addEventHandler [ "AnimDone", { params["_unit","_anim", ???]; if (_anim == _loopedAnim) then { _unit switchMove param _loopedAnim; _unit playMoveNow param _loopedAnim; }; }]; };
  5. Hey, here's a tutorial covering; - setup of animation files - setup of blender plugin - overview of provided skeleton - importing sample animation into Reforger - adjusting sample animation to custom model Hope it helps someone, sorry for my accent and spelling errors. Its my first video ever xd Hint: I know video is long, but I added chapters if there are things you are not interested in. Make sure to use blendfile from description https://www.youtube.com/watch?v=Bmd-coajXm4&ab_channel=czesiek77PL
  6. Unwanted Double post sorry... Moderators can you delete this topic please (or tell me how to delete it).
  7. Hey guys, I've been fiddling with this all day. I can't seem to figure out how to make my static animation I made in blender work in Arma. I used the addon builder that built the pbo, but my animation didn't work when I went into Arma. This is my file before using the addon builder: https://drive.google.com/drive/folders/1UDIDdfdj4MSd4i6jkRyzrNv53shytdpO?usp=sharing Could you guys please share some light on how to make this work? Thank you so much!
  8. Good night, I'm starting this part of the script and I have a doubt that for you it will be silly, there is an animation in arma3 and I would like to put a shortcut key | Keybinds (Shift+5) to use it, is it possible? thank you guys animations like : InBaseMoves_HandsBehindBack1
  9. Sysroot's Utility Scripts [SUS] This "mod" is less so a mod and moreso a collection of utility scripts created in hopes of assisting you in creating other, more complex mods/missions. The mod currently consists of 4 SQF scripts with varying utility functions: EzAnimate : Various functions for easily and efficiently animating objects in different ways. EzEvents : Various functions for easily creating and managing custom events. EzQuaternions : An easy to use library for working with quaternions and vector rotations utilizing them. MiscUtils : Miscellaneous utilities that don't really fit into a file of their own, but are useful for various things. Interested? See more info on the steam workshop page here. Any questions, concerns, or suggestions are very welcome and much appreciated. This is my first time posting on this forum, so I apologize for any mistakes. Note that the steam workshop page does have a dedicated discussion thread that I will also be monitoring. Thank you for your time!
  10. Sysroot's Utility Scripts [SUS] This "mod" is less so a mod and moreso a collection of utility scripts created in hopes of assisting you in creating other, more complex mods/missions. The mod currently consists of 4 SQF scripts with varying utility functions: EzAnimate : Various functions for easily and efficiently animating objects in different ways. EzEvents : Various functions for easily creating and managing custom events. EzQuaternions : An easy to use library for working with quaternions and vector rotations utilizing them. MiscUtils : Miscellaneous utilities that don't really fit into a file of their own, but are useful for various things. Interested? See more info on the steam workshop page here. Any questions, concerns, or suggestions are very welcome and much appreciated. This is my first time posting on this forum, so I apologize for any mistakes. Note that the steam workshop page does have a dedicated discussion thread that I will also be monitoring. Thank you for your time!
  11. Note that this mod is still a work-in-progress. State : Alpha Have you always secretly wanted to have a tiger in Arma? Well, now you can have your own (super dangerous) pet tiger. This is an early version of the mod which only includes the model, textures and animations for the moment (so no tiger chasing you through the thick jungle of Cam Lao Nam or Tanoa - unless you want to script it yourself). This mod adds a basic tiger to the game. The unit is not an animal but a civilian. You can spawn it from the editor by typing tiger. We plan to add a module later. Classnames : Edaly_Tiger Edaly_Tiger_White List of animations: TigerStandIdle TigerIdle02 TigerWalkFront TigerTactFront TigerRunFront TigerAttack TigerAttackClaws TigerSleep TigerTurnLeft TigerTurnRight TigerDie The current entity does not have its own tracking/attack system. This feature will be added in a future update. If you want to script the animal yourself, you can do so as long as you don't re-upload this mod or modify it. Sounds: The tiger has 3 sounds but only one sound is implemented right now. This is something we will update in the next update (very soon). This content is distributed under the APL-ND license. Re-uploading this content is forbidden without written permission from the author. If you wish to modify or re-upload this mod, contact us directly on Steam or Discord. You can read the license here: https://www.bohemia.net/community/licenses/arma-public-license-nd About us: Projets Edaly is a french non-profit organization that brings together video game enthusiasts and developers. We create mods and multiplayer environments for communities of various games offering modding capabilities. Website: https://edaly.fr Discord: https://discord.com/invite/SUCBQk3 Artstation : https://www.artstation.com/edaly/albums/all Changelog : v0.51 - Added: Bikey - Added: all tiger variants as classic Arma animals. Found in the editor, under the name 'Tiger (Friendly)'. These are peaceful versions that behave like Arma rabbits/goats. Classnames of the friendly versions: Edaly_Tiger_FRND Edaly_Tiger_FRND_White Edaly_Tiger_FRND_Zombie v0.50 Content: - Added: New tiger model - Added: 30 new animations - Added: Camera movements - Added: Transition animations - Added: Ability to attack as a unit (left click) - Added: New zombie model - Modification : Fire Geometry improvement - Modification : Audio improvement - Changed: Improved first person view - Removed: Footprints Content coming/planned but not ready: - Damage visualization on the model (blood) - Damage visualization on the model (animations) - Melee AI - Zombie animations Known issues: - Unit gets stuck in water - Unit gets stuck after an attack - Unit gets stuck during some animations - Bullet hit sound when attacking - Unit turns into a giraffe after death (long neck) v0.37 - Added: The tiger can now move its head freely - Added: Easter Eggs - Fixed: Hitpoints were badly positioned. - Fixed: Memories were badly positioned. v0.36 - Added: glowing eyes at night - Fixed: legs were doing weird stuff - Tweaked : Idle anim + secret stuff v0.35 Added: Unit is now available in zeus Added: 2 more resLODs for better performance Added: Shadow LOD Tweaked: Idle01 anim should look a bit more natural Fixed: The sound played while in idle Fixed: Missing model in first person view
  12. arkadaşlar, edenle öğretimle bir animasyonu nasıl modele sokabilirim pls da bir şey sadece eden merhaba ya da kapsamlı var. Hi guys how can ı loop an animation with eden editor ı cant using sqf.Thanks for your help
  13. Hello, Scenario is SP/MP and I'm creating this on my local PC to host a game with my friends using LAN. I'm by no means good at scripting and I have scoured the forums, using all of the knowledge of this community to get the animation to work correctly but I can't. (Found alot of cool and useful stuff) but the idea is simple(which execution never is). I am currently trying to make a mission with a cutscene(NOT CINEMATIC FOR RECORDING) using the "player/players" body when they reach a certain point. My problem is, that when animations are applied to the "UNIT" the PLAYER is playing, The animation stutters. The Players body will attempt to start a simple slow walk, stutter, snap to erect and slide across the ground, then attempt to go to walking and walk for maybe a second then stutters, stands erect, slides across ground, REPEAT. Below is in my "Camera.Sqf". Minus The camera commands. As it still stutters without the camera commands. player playmove "AmovPercMwlkSlowWrflDf_v3"; sleep 5.00; player switchmove "";sleep 0.5; player playmove "AmovPercMwlkSlowWrflDf_v3"; sleep 5.00; I know about the Hubspectatorwalk but in the example above. I'm just keeping it simple. I will add more animations besides walking. So just Hubspectatorwalk is not an option. As the characters will need to turn and perform other animations during the scene. I have tried disabling player Input(thinking it was trying to use the mouse or keys for characters animation and overriding the animation) but that didn't work. Tried to force careless stance, and limited movement speed-No avail. it works for AI units(which DOES make sense to me). Is it possible to animate the players body without "Stuttering"? If so, anyone have ideas? Side question for Bohemia- Why do the turn left/right animations on AI units NOT TURN THEM??????? (set direction snaps the target. I KNOW it is possible to smooth the turn through other means, but why should I need it. When theres an animation...for turning..." --If its already KNOWN that it CAN'T be done please let know-- Any assistance is appreciated. Here's a short vid of the issue. Ignore the Camera1 script error. I just have another trigger trying to fire another sqf it cant find.
  14. Sup everyone. I'm working with a code snippet for fast reload (an old idea that never finished). The concept is to reload the current weapon, dropping the magazine to the ground and cutting the required time to reload to half (I'm a IPSC shooter IRL, so grabbed the concept from there). So far, i've achieve this: 1. Get magazine type and ammo count for current weapon. 2. Remove the magazine from current weapon. 3. Create a magazine of the same type and ammo count on the floor. 4. Insert a magazine from inventory to current weapon. Extra: using ACE, binded the action to double R key tap. The thing is that I cannot control the animation speed. I mean, I want to start the reload animation but at a faster speed; in fact, i need any animation to replace the standar one. Any advice is welcome. Thanks in advance!
  15. Hey guys, I have created several buildings and objects to use them on my terrain. After placing them with the terrain builder and exporting them ingame, the doors are not working anymore. No scroll option either. In EDEN everything is working perfect! Here´s my object class and model.cfg class CfgVehicles { class Static; class PDE_larmschutz_tur : Static { author = "Prodeath21"; displayName = "$STR_PDE_larmschutz_tur"; scope = 2; scopecurator = 2; model = "\projekt_deutschland_structures\larmschutz\larmschutz_tur.p3d"; icon = "iconObject_4x1"; editorCategory = "PDE_Addon"; editorSubcategory = "PDE_larmschutz"; editorPreview = "\projekt_deutschland_structures\larmschutz\icons\preview_PDE_larmschutz_tur.jpg"; class AnimationSources { class Door_1_sound_source { source = "user"; initPhase = 0; animPeriod = 1; sound = "MetalOldDoorsSound"; //From: A3\sounds_f\config.cpp soundPosition = "Door_1_trigger"; }; class Door_1_noSound_source { source = "user"; initPhase = 0; animPeriod = 1; }; class Door_1_locked_source { source = "user"; initPhase = 0; animPeriod = 0.80000001; }; }; class UserActions { class OpenDoor { displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; displayName = "$STR_DN_OUT_O_DOOR"; position = "Door_1_trigger"; priority = 1; actionNamedSel = "door"; radius = 2; aiMaxRange = 5.25; onlyForPlayer = 0; condition = "((this animationSourcePhase 'Door_1_sound_source') < 0.5) && (cameraOn isKindOf 'CAManBase')"; statement = "([this, 1, 1] call BIS_fnc_Door)"; }; class CloseDoor: OpenDoor { displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; displayName = "$STR_DN_OUT_C_DOOR"; priority = 1; condition = "((this animationSourcePhase 'Door_1_sound_source') >= 0.5) && ((this getVariable ['bis_disabled_Door_1', 0]) != 1) && (cameraOn isKindOf 'CAManBase')"; statement = "([this, 1, 0] call BIS_fnc_Door)"; }; }; }; }; My P3D name: "larmschutz_tur.p3d" class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class PDE_larmschutz_sceleton: Default { skeletonInherit = "Default"; skeletonBones[]= { "", "" }; }; class PDE_larmschutz_tur_sceleton: Default { skeletonInherit = "Default"; skeletonBones[]= { "door", "" }; }; }; class CfgModels { class Default { skeletonName=""; sections[]={}; sectionsInherit=""; }; class larmschutz: Default { skeletonName="PDE_larmschutz_sceleton"; sections[]={""}; sectionsInherit=""; }; class larmschutz_tur: larmschutz { skeletonName="PDE_larmschutz_tur_sceleton"; sections[]={""}; class Animations { class Door_1 { type = rotation; source = Door_1_sound_source; selection = door; axis = door_axis; memory = 1; minValue = 0.1; maxValue = 1; angle0 = 0; angle1 = (rad 80); }; }; }; }; In the Geometry LOD I added the propertys "class = building", "map = wall" I allready tryed for 2 weeks without a solution... Thx for your help! :)
  16. Hello there ! I'm pretty new here :) I would like to find the model.cfg or direct animation code for this sample : P:\a3\armor_f_beta\apc_wheeled_02\apc_wheeled_02_rcws_f.p3d I guess it's the basis for this model : https://armedassault.fandom.com/wiki/MSE-3_Marid I'm learning the "config.cpp" which is very useful. But I can't find the ref to the animations (wheels etc). Thank you in advance if you could help me !
  17. I've confirmed that "mainTurret" is the correct name of the animation that rotates the turret with getText (_turretConfig >> "animationSourceBody"); So this shoud insantly rotate the turret 90 degrees to the right, right? _tank = vehicle player; _tank animateSource ["mainTurret", rad 90, true]; The player is in the commanding position, other crew positions are filled. The turret stays stubbornly immobile. As usual Arma 3 gives absolutely no error messages. I can workaround using doWatch and triggernometry, but I feel it would be better to use the animateSource, right? // untested pseudo code _deg = 50; _radius = 100; gunner _vehicle doWatch ([getPos _vehicle,[_radius * cos(_deg),_radius * sin(_deg),0]] call addToArray ); // makes the gunner watch 50 degrees when placed in an infinite while loop so as the vehicle moves the watch point moves.
  18. Hello everyone, I'd like to ask for some help with an addon that I've been working on. I have to mention that it's a bit heartbreaking to me personally - I've spent my last month preparing it and learning a lot of new things only so that I can submit it for the "Art of War" contest, and so that people could enjoy this asset in their scenarios in the base game. Sadly, I've run into too many issues and didn't manage to finish it on time, but figured I'll at least learn from it, maybe I'll just release it to the workshop as a mod at some point. Basically, I've made a casket model. Just to showcase quickly what I'm talking about: As you can see, I've put an awful amount of work to make all the details I wanted (also, poly count is like 3k on 0.00 resolution LOD so don't worry about all them creases). The casket spawns properly (apart from minor issues with tweaking the rvmat's specularity/smoothness) and looks rather nice. My actions which were supposed to open the door also work. However, I didn't want to make it just a static map asset - I wanted to give this casket a "cargo", so that you can place units inside - either for funeral scenes, or for scenarios involving sneaking people in coffins. This, I didn't manage to get to work. So first of all, to achieve this I made a custom player animation: Which worked well in the animation viewer, but when I loaded the mod and tried doing literally anything in the game, the whole animation cycle was broken. I was even following a tutorial on how to place custom cargo animations in the game, but somehow, for me, it wouldn't work of course. The result was - characters being stuck in T-pose halfway through the ground, civillians running sideways when asked to go forward, also T-Pose when interacting with Inventory. Here's the config. class CfgMovesBasic { class Actions; class DefaultDie; class ManActions { CasketCargo = "CasketCargo"; }; }; class CfgMovesMaleSdr : CfgMovesBasic { class States { class Crew; class CasketCargo_dead : DefaultDie { file = "\casket\anim\CasketCargo.rtm"; }; class CasketCargo : Crew { file = "\casket\anim\CasketCargo.rtm"; interpolateTo[] = {"CasketCargo_dead",1}; }; }; }; Any idea what went wrong here? I've tried to edit this configuration in a thousand different ways too, none of them worked. I also gave the casket some "transport cargo" so that you can transport items inside, which could be also quite useful for some scenarios, and thankfully that worked well, at least. Here is the config for the casket itself: class CfgVehicles { class Thing; class Casket_Base : Thing { displayName = "Casket"; author = "Vestarr"; scope = 0; cost = 0; weight = 60; simulation = "thing"; mapSize = 0.9; accuracy = 1; destrType = "DestructNo"; waterLeakiness = 0.1; maximumLoad = 500; transportSoldier = 1; transportMaxWeapons = 5; transportMaxMagazines = 10; cargoAction[] = {"CasketCargo"}; cargoIsCoDriver[] = {0}; castCargoShadow = 1; hideWeaponsCargo = 1; cargoCanEject = 0; memoryPointsGetInCargo = "cargo_action"; memoryPointSupply = "cargo_action"; supplyRadius = 2; side = 4; vehicleClass = "Objects"; maxSpeed = 0; class UserActions { class OpenTorsoDoor { displayName = "Open Torso Door"; position = "cargo_action"; radius = 3; onlyForPlayer = 0; condition = "true"; statement = "this animateSource [""open_torso_door"", 1]"; }; class OpenLegsDoor { displayName = "Open Legs Door"; position = "cargo_action"; radius = 3; onlyForPlayer = 0; condition = "true"; statement = "this animateSource [""open_legs_door"", 1]"; }; }; }; class Wooden_Casket : Casket_Base { displayName = "Wooden Casket (Openable)"; scope = 2; model = "\casket\model\casket_wood_openable.p3d"; }; }; I tried experimenting with other Base Classes as well - Car, LandVehicle, etc. but none of them worked. In fact, LandVehicle and Car complained about "submerged" properties missing which I initially added but then abandoned the idea since it just kept giving me more errors about other missing properties. I tried the Car/LandVehicle base class because I thought that maybe it has to inherit from a proper vehicle class to even enable the "Get In Cargo" functionality. From the model perspective, I do have a "cargo_action" point in my Memory LOD, and the 0.00 resolution LOD also contains a cargo proxy. So, my question here I guess is - what went wrong? How can I do it properly in the future? How to avoid doing mistakes like this? As I mentioned - I'm still learning so all this is very new to me, but so far I couldn't find answers to a lot of problems that I found on the way, documentation didn't clarify a lot of things either. I know that there is a ton of community tutorials but how do I know which one provide the knowledge I need? Which ones are legit? They are usually very long and cover very particular examples and it's also very hard to pick the information that I need to learn from them... So if there's anything useful I could do for homework, please let me know. Also, if someone would be so kind to explain one thing to me: How does Geometry LOD know which Components should move during animations? Is there any particular way of assigning them to the components in the resolution LODs? It's been bugging me yesterday a bit but didn't get around to test it. Thanks in advance.
  19. 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! 🙂
  20. Like my title suggests I'm making a weapon for the first time and I want the barrel of my minigun to turn in place when firing. Currently it turns but deforms beyond recognition when rotating but returns to normal when the rotation reaches 0 again. This is the animations class of my model.cfg. I can't see anything wrong with this. class Animations { class barrel { type="rotationZ"; source="ammoRandom"; sourceAddress="loop"; selection="barrel"; axis="barrel_axis"; centerFirstVertex=1; memory = true; minValue=0; maxValue=0.5; angle0="rad 0"; angle1="rad 180"; };
  21. Hello , One huge feature i really wish bohemia had for the Arma series is more detailed focus towards aquatic life. Though , there is a solution & thats to make my own mod for it. First thing i am trying to get on to my server is a shark. More specifically a Tiger Shark (Ill be leaving link to the exact model i have already purchased). Now sadly, i do not have the slightest idea how to model and add models (especially animals) as i myself am a terrain/map maker. So here i am. Im looking for someone who can get my shark ingame. Id like for the shark to be able to swim around. Obviously i'd also like for the shark to be able to attack a person if they are in the water for too long. I have seen something like this before in this video. Id really appreciate whatever help is offered. Im willing to fullfill whatever conditions of said creator. I understand that this is a big feat for any creator however i am very patient and understand that a lot of work is required to make this a possibility. I also have modelers who are exceptionally talented in their trade and they would be more than willing to assist if needed. Feel free to shoot me a private message and we can discuss everything. Hope to hear you soon! Link to model that ive purchased for this project: https://www.cgtrader.com/3d-models/animals/fish/tiger-185058d9-a4b6-44e2-8f59-1151b3ecdd0a
  22. There's a bunch of animations, mostly zombie ones - that I wish to have in Arma 3 that are located on Mixamo in .fbx file format. I don't need any hit boxes or anything. This is for machinimas I make, so really it just needs to be available to view in Animation Viewer and apply to Arma 3 characters. Anything having to do with actually using them in a mission isn't necessary, just as long as the animation plays on other characters. This is a paid job, please DM or message me on Steam at smittylv
  23. I've got two AI doing an ExecutionVictim_Loop animation, but the problem is that they're still moving. Somehow they're still able to rotate around a point, I've tried just about everything and it's not working
  24. I increased the animation speed for swimming. Nothing much else to say. Have fun with it! Download https://steamcommunity.com/sharedfiles/filedetails/?id=1808723766
  25. Welcome to the tutorial of Artwork Supporter, this is where you need to look at make static animations and its configurations. You can also find FaceRig to make facial expressions! Useful links also: https://community.bistudio.com/wiki/CfgMoves_Config_Reference Disclaimer: this is NOT a turorial for user, but third-party developers. Requites some basic configuration and Blender knowledge to understand these informations. How to make a static animation and/or gesture You need: Blender ArmaRig by Macser FHQ Arma Toolbox for Blender by Alwarren (Optional) Arma 3 Tools (Optional) Arma 3 Samples 0. Set up everything Install Blender. Install and enable FHQ Arma Toolbox for Blender, I don't instruct you here. Read some official and/or Blender official documents. Download ArmaRig. 1. Make an RTM Open ArmaRig in Blender. Everything you see in the 3D screen is your action figure. You just need to move, rotate to pose it to your desired pose. Files > Export > Arma 2/3 RTM Animation and save as. 2. Configure Configure. More informations stated below. To make an animation: You need to modify CfgMovesMaleSdr. This is the (my) basic config. class CfgMovesBasic; class CfgMovesMaleSdr: CfgMovesBasic { class States { class AmovPercMstpSnonWnonDnon; class YourAwesomeStaticAnim: AmovPercMstpSnonWnonDnon { actions = "NoActions"; //You always need this to prevent animation related problem speed = 1e+010; //speed = n; means the animation will take 1/n seconds to play connectTo[] = {}; //Defines next animation to play, should nothing when is static and not intended to use in actual gameplay interpolateTo[] = {}; //Same aiming = "empty"; //Currently I suggest you to keep "empty" here head = "empty"; //Same canReload = 1; //If is 1 the animation can reload file = "Path\to\your\awesome\static\anim.rtm"; }; }; }; Optional configurations: /* To make fire-able */ canPullTrigger = 1; //Put his finger to trigger disableWeapons = 0; //Declares anim can fire or not, 0 to open fire disableWeaponsLong = 0; //Same, what's difference BTW? weaponLowered = 0; //I believe this does not so much but I put /* Weapon IK */ //Weapon IK, or Inverse Kinematics is a technology to fit units' hands/arms to weapon dynamically. This won't do any when the weapon has no such config and animation. weaponIK = 1; //Defines what weapon to fit hands, 0 is none, 1 is rifle, 2 is pistol (HIGHLY not recommend to use) and 4 is launcher rightHandIKCurve[] = {1}; //{1} to fit hand to weapon, {0} to leave hand to animation. {0.6} to blend IK:non-IK(FK) 6:4. leftHandIKCurve[] = {1}; //Same but for left hand /* Show optional things */ showHandgun = 1; //1 to show pistol to their right hand, 0 to hide and/or to their holster if the vest has one showItemInHand = 1; //1 to show binoculars to left hand //Note: you can't move pistol/binoculars to somewhere other than their pre-defined position, pistol is always sticked to their right hand, same goes for binoculars weaponIK example with the same RTM, left to right, {0}, {0.5} and {1}, note these hands. You also can make a macro to re-use same configurations. If you've enough knowledge though. My customized macros: #define StaticBase \ actions = "NoActions";\ speed = 1e+010;\ connectTo[] = {};\ interpolateTo[] = {};\ aiming = "empty";\ head = "empty";\ canReload = 1;\ #define EnableFireBase \ canPullTrigger = 1;\ disableWeapons = 0;\ disableWeaponsLong = 0;\ weaponLowered = 0;\ #define IKBase(Wpn,Right,Left) \ weaponIK = Wpn;\ rightHandIKCurve[] = {Right};\ leftHandIKCurve[] = {Left};\ To make a gesture: The basic principle is the same with CfgMovesMaleSdr but little complicated-er. You need to modify CfgMovesBasic and CfgGesturesMale. This is the (my) basic config. class CfgMovesBasic { class ManActions { YourAwesomeGesture[] = {"YourAwesomeGesture","Gesture"}; }; }; class CfgGesturesMale { class Default; class States { class YourAwesomeGesture: Default { looped = 1; //Recommend to 1 speed = 1e-010; connectTo[] = {}; interpolateTo[] = {}; aiming = "empty"; head = "empty"; canReload = 1; file = "Path\to\your\awesome\gesture.rtm"; mask = "leftHand"; //The most complicated and important thing is here... More informations stated below }; }; }; mask can be anything in configFile >> "CfgGesturesMale" >> "BlendAnims". In this case, leftHand[] = {"LeftShoulder",0.3,"LeftArm",1,"LeftArmRoll",1,"LeftForeArm",1,"LeftForeArmRoll",1,"LeftHand",1,"LeftHandRing",1,"LeftHandPinky1",1,"LeftHandPinky2",1,"LeftHandPinky3",1,"LeftHandRing1",1,"LeftHandRing2",1,"LeftHandRing3",1,"LeftHandMiddle1",1,"LeftHandMiddle2",1,"LeftHandMiddle3",1,"LeftHandIndex1",1,"LeftHandIndex2",1,"LeftHandIndex3",1,"LeftHandThumb1",1,"LeftHandThumb2",1,"LeftHandThumb3",1}; Will be applied to the RTM. And this means, "LeftShoulder" bone applies the RTM 30%, "LeftArm" bone applies the RTM 100%, and so on. You also can make your own mask. Left to right, base animation, gesture animation and the result with mask = "leftHand". It won't work unless both of CfgMovesBasic and CfgGesturesMale are configurated properly the same time to make a gesture. My customized macros: #define StaticBase \ looped = 1;\ speed = 1e-010;\ connectTo[] = {};\ interpolateTo[] = {};\ aiming = "empty";\ head = "empty";\ canReload = 1;\ #define DisableFireBase \ canPullTrigger = 0;\ disableWeapons = 1;\ disableWeaponsLong = 1;\ weaponLowered = 1;\ #define EnableFireBase \ canPullTrigger = 1;\ disableWeapons = 0;\ disableWeaponsLong = 0;\ weaponLowered = 0;\ #define IKBase(Wpn,Right,Left) \ weaponIK = Wpn;\ rightHandIKCurve[] = {Right};\ leftHandIKCurve[] = {Left};\ #define IKLeft(value) \ leftHandIKCurve[] = {value};\ #define IKRight(value) \ rightHandIKCurve[] = {value};\ #define ActionsBase(Name) Name[] = {Name,"Gesture"}; 3a. Pack and Binarize RTM (Optional) 13 KB is large enough if you're about to make an PBO with a lot of RTMs. You can binarize them to reduce file size. Paste Arma 3 Samples\Addons\Test_Character_01\model.cfg to your MOD directory. Open Addon Builder and check Binarize. Make sure model.cfg is located in the same directory with Addon source directory. Pack. The RTM has only about 2 KB now, in return, you can't open RTM with OB anymore. 3b. Pack Follow 3a instruction, just ignore every instructions about binarizing. 4. Make a MOD, enable it and enjoy You can use switchMove/playMove/playMoveNow to play animation, playAction/playActionNow to play gesture. How to make a facial expressions aka mimic You need: Blender FaceRig by Macser, modified by POLPOX FHQ Arma Toolbox for Blender Object Builder or Oxygen 2 (Optional) Arma 3 Samples 0. Set up everything 1. Make an RTM Open FaceRig in Blender. Everything you see in the 3D screen is your action figure. You just need to move, rotate to pose it to your desired expression. Files > Export > Arma 2/3 RTM Animation and save as. 2. Open in OB or O2 the RTM and export You need to do this so you can show proper RTM in-game. Open Arma 3 Samples\Addons\TemplateRTM\Male.p3d. Make sure Window > Animations is checked. Right click on the Animations Window and From Matrices, select the RTM. Change the Keyframe time to check the RTM is imported properly. Make sure some of the diamonds around model's head are moved. Right click again on the Window and Export Matrices, and save as an RTM. You have a proper RTM which has about 33 KB now. 3. Configure You need to modify CfgHeads. This is the (my) basic config. class MaskFace_A3; class LipMask_A3; class CfgHeads { class Default_A3 { class Grimaces { class RTM_Face; class YourAwesomeMimicFace: RTM_Face { anims[] = {"Path\to\your\awesome\mimic.rtm",1}; animsAI[] = {"Path\to\your\awesome\mimic.rtm",1}; }; class YourAwesomeMimic { type = "compound"; class Items { class YourAwesomeMimicFace: MaskFace_A3{}; class Lipsync: LipMask_A3{}; }; }; }; }; }; You don't need to configure a lot. In this case, you can use YourAwesomeMimic as a your custom mimic entry now. Make sure both of configFile >> "CfgHeads" >> "Default_A3" >> "Grimaces" >> X and configFile >> "CfgHeads" >> "Default_A3" >> "Grimaces" >> Y >> X have the same name. My custom macros: #define MimicBase(MimicName,MimicRTMPath)\ class ##MimicName##Face: RTM_Face\ {\ anims[] = {##MimicRTMPath##,1};\ animsAI[] = {##MimicRTMPath##,1};\ };\ class ##MimicName##\ {\ type = "compound";\ class Items\ {\ class ##MimicName##Face: MaskFace_A3{};\ class Lipsync: LipMask_A3{};\ };\ }; 4a. Pack and Binarize RTM (Optional) 33 KB is large enough if you're about to make an PBO with a lot of RTMs. You can binarize them to reduce file size. Paste Arma 3 Samples\Addons\Test_Character_01\model.cfg to your MOD directory. Open Addon Builder and check Binarize. Make sure model.cfg is located in the same directory with Addon source directory. Pack. The RTM has only about 2 or 3 KB now, in return, you can't open RTM with OB anymore. 4b. Pack Follow 4a instruction, just ignore every instructions about binarizing. 5. Make a MOD, enable it and enjoy You can use setMimic to change facial expression. Note that, setMimic only accepts lower cases. That's mostly all to animate so far. Special thanks: racdenis, Macser
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