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Found 70 results

  1. Dear Devs! Please fix it finally a bug which was added after the release of Tanks DLC. The player wants to enjoy the gameplay, instead of annoyance, but when he come across this again and again, player want to break up monitor. This bug appeared after Tanks DLC and it is extremely annoying to the player! I checked the mods do not affect the problem. I have repeatedly reported this on feedback, but this is just infinitely ignored. Description: 1) Player shot from Launcher at enemy vehicle 2) Immediately after this shot, player want to save your virtual life from the enemy return fire (since after shooting from AT-launcher, the whole map sees you and wants to kill) and player press the prone-button, to lie on the ground. 3) After that, the player’s game character falls to the ground, but again automatically rises to its full height again and switching to launcher! After this - the last thing a player has time to see - it as dozen of bullets fly into his face! The problem occurs only with Titan-Launcher in the hands. In order to reproduce this bug Fire Mode from Titan Launcher must be ONLY TOP. I tried to reproduce this problem ten times in Direct mode but I never succeeded. As soon as I switch my launcher from Direct mode to Top mode, I reproduced it the first time! Direct mode is used by default, probably for this reason, many users cannot reproduce this problem at the run game. Note! Direct / Top modes were added to Tanks DLC As I said, the problem initially appeared in the release of Tanks DLC
  2. 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
  3. I increased the animation speed for swimming. Nothing much else to say. Have fun with it! Download https://steamcommunity.com/sharedfiles/filedetails/?id=1808723766
  4. 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
  5. I am attempting to add Launcher animations and transitions for the prone stance. Selecting a launcher in prone only to make your character stand or crouch, revealing yourself to enemy fire or sight, is unacceptable. Not being able to ready a launcher or even fire one from the prone position is unacceptable. ACE 1 and 2 did this by creating new States in the animation config, and altering the Actions for transitions. As ArmA 3 has added more actions and made some animation config entries defunct, I am having difficulty porting this feature over. Currently the animation state works correctly when switching from a rifle in prone to a launcher in prone. Attempting to switch to a launcher without a weapon (civil Lying) goes into multiple animations ending up in civil standing, and it does not work when switching from launcher standing or launcher kneeling. Can someone assist with this animation config? class CfgPatches { class pizza_launcher_prone { units[] = {}; weapons[] = {}; requiredVersion = 1; requiredAddons[] = {"A3_Anims_F", "A3_Anims_F_Data","A3_Anims_F_Config_Sdr"}; version = 1; }; }; class CfgMovesBasic { class Default; // External class reference class Actions { class NoActions; // External class reference class CivilStandActions; // External class reference class CivilProneActions : CivilStandActions { SecondaryWeapon = "ACE_LauncherProne"; }; class PistolStandActions; // External class reference class PistolProneActions : PistolStandActions { SecondaryWeapon = "ACE_LauncherProne"; }; class RifleBaseStandActions; // External class reference class RifleProneActions : RifleBaseStandActions { SecondaryWeapon = "ACE_LauncherProne"; }; class LauncherKneelActions : NoActions { down = "ACE_LauncherProne"; up = "AmovPercMstpSrasWlnrDnon"; Lying = "ACE_LauncherProne"; PlayerProne = "ACE_LauncherProne"; EvasiveBack = ""; Stand = "AmovPercMstpSrasWlnrDnon"; PlayerStand = "AmovPercMstpSrasWlnrDnon"; Crouch = "AmovPknlMstpSrasWlnrDnon"; PlayerCrouch = "AmovPknlMstpSrasWlnrDnon"; }; class LauncherStandActions : LauncherKneelActions { down = "ACE_LauncherProne"; PlayerProne = "ACE_LauncherProne"; Lying = "ACE_LauncherProne"; }; class ACE_LauncherProneActions : LauncherKneelActions { stop = "ACE_LauncherProne"; default = "ACE_LauncherProne"; binocOn = "awopppnemstpsoptwbindnon_non"; binocOff = "ACE_LauncherProne"; handGunOn = "AmovPpneMstpSrasWpstDnon"; ReloadRPG = ""; GestureReloadRPG7[] = {"", ""}; down = "AmovPercMstpSrasWlnrDnon"; up = "AmovPknlMstpSrasWlnrDnon"; PlayerStand = "AmovPercMstpSrasWlnrDnon"; PlayerCrouch = "AmovPknlMstpSrasWlnrDnon"; PlayerProne = "ACE_LauncherProne"; Combat = "ACE_LauncherProne"; Lying = "ACE_LauncherProne"; Stand = "AmovPercMstpSrasWlnrDnon"; Crouch = "AmovPknlMstpSrasWlnrDnon"; die = "AdthPpneMstpSrasWrflDnon_1"; Civil = "AmovPpneMstpSnonWnonDnon"; CivilLying = "AmovPpneMstpSnonWnonDnon"; walkF = "ACE_LauncherProneCrawlF"; walkLF = "ACE_LauncherProneCrawlfl"; walkRF = "ACE_LauncherProneCrawlfr"; walkL = "ACE_LauncherProneCrawll"; walkR = "ACE_LauncherProneCrawlr"; walkLB = "ACE_LauncherProneCrawlbl"; walkRB = "ACE_LauncherProneCrawlbr"; walkB = "ACE_LauncherProneCrawlb"; slowF = "ACE_LauncherProneCrawlf"; slowLF = "ACE_LauncherProneCrawlfl"; slowRF = "ACE_LauncherProneCrawlfr"; slowL = "ACE_LauncherProneCrawll"; slowR = "ACE_LauncherProneCrawlr"; slowLB = "ACE_LauncherProneCrawlbl"; slowRB = "ACE_LauncherProneCrawlbr"; slowB = "ACE_LauncherProneCrawlb"; fastF = "ACE_LauncherProneCrawlf"; fastLF = "ACE_LauncherProneCrawlfl"; fastRF = "ACE_LauncherProneCrawlfr"; fastL = "ACE_LauncherProneCrawll"; fastR = "ACE_LauncherProneCrawlr"; fastLB = "ACE_LauncherProneCrawlbl"; fastRB = "ACE_LauncherProneCrawlbr"; fastB = "ACE_LauncherProneCrawlb"; EvasiveForward = ""; EvasiveLeft = ""; EvasiveRight = ""; EvasiveBack = ""; turnL = ""; turnR = ""; turnLRelaxed = ""; turnRRelaxed = ""; getInCar = "AmovPknlMstpSrasWrflDnon"; getOutCar = "AmovPknlMstpSrasWrflDnon"; getInTank = "AmovPknlMstpSrasWrflDnon"; getOutTank = "AmovPknlMstpSrasWrflDnon"; upDegree = "ManPosWeapon"; leanRRot = 0; leanRShift = 0; leanLRot = 0; leanLShift = 0; turnSpeed = 2; }; }; }; class CfgMovesMaleSdr : CfgMovesBasic { class States { class ACE_LauncherProne : Default { actions = "ACE_LauncherProneActions"; duty = -0.7; file = "\ace_anims\movement\ACE_Launcher_Lying.rtm"; collisionShape = "A3\anims_f\Data\Geom\Sdr\Ppne.p3d"; showWeaponAim = false; disableWeapons = false; disableWeaponsLong = false; enableMissile = true; canPullTrigger = true; aimPrecision = 0.3; speed = 1e+010; relSpeedMin = 0.7; relSpeedMax = 1.1; aiming = "aimingLauncher"; looped = true; soundEnabled = false; connectTo[] = {}; connectFrom[] = {}; interpolateFrom[] = {"ACE_LauncherProne", 0.04}; interpolateTo[] = {"ACE_LauncherProne", 0.04}; enableBinocular = true; preload = false; headBobStrength = 0.20398; headBobMode = 2; leftHandIKBeg = true; leftHandIKCurve[] = {1}; leftHandIKEnd = true; rightHandIKBeg = true; rightHandIKCurve[] = {1}; rightHandIKEnd = true; weaponIK = 4; legs = "legsLyingAimingPistol"; visibleSize = 0.15; onLandBeg = true; onLandEnd = true; leaningFactorBeg = 0; leaningFactorEnd = 0; enableOptics = 4; }; class TransAnimBase; class ACE_LauncherKneel_LauncherProne : TransAnimBase { actions = "ACE_LauncherProneActions"; file = "\A3\anims_f\Data\Anim\Sdr\mov\knl\stp\ras\lnr\amovpknlmstpsraswlnrdnon_amovppnemstpsraswlnrdnon"; speed = 0.33; weaponIK = 4; aiming = "aimingCivil"; aimingBody = "aimingUpCivil"; onLandBeg = false; onLandEnd = true; interpolationSpeed = 1; soundOverride = "laydown"; soundEnabled = true; enableMissile = true; interpolateFrom[] = {"AmovPknlMstpSrasWlnrDnon", 0.01}; interpolateTo[] = {"ACE_LauncherProne", 0.01}; }; class ACE_LauncherProne_LauncherKneel : TransAnimBase { actions = "LauncherKneelActions"; file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\stp\ras\lnr\amovppnemstpsraswlnrdnon_amovpknlmstpsraswlnrdnon"; speed = 0.31; aiming = "aimingCivil"; aimingBody = "aimingUpCivil"; onLandBeg = true; onLandEnd = false; enableMissile = true; interpolationSpeed = 1; soundOverride = "standup"; soundEnabled = true; leaningFactorBeg = 0.5; leaningFactorEnd = 0.5; weaponIK = 4; interpolateFrom[] = {"ACE_LauncherProne", 0.01}; interpolateTo[] = {"AmovPknlMstpSrasWlnrDnon", 0.01}; }; class ACE_RifleProne_LauncherProne : TransAnimBase { actions = "ACE_LauncherProneActions"; file = "\A3\anims_f\Data\Anim\Sdr\mov\pne\stp\ras\rfl\AmovPpneMstpSrasWrflDnon_AwopPpneMstpSoptWbinDnon"; speed = 0.66; disableWeapons = true; aiming = "aimingCivil"; aimingBody = "aimingUpCivil"; interpolationSpeed = 1; leftHandIKBeg = 0.0; leftHandIKCurve[] = {}; leftHandIKEnd = 0.0; rightHandIKBeg = 0.0; rightHandIKCurve[] = {}; rightHandIKEnd = 0.0; soundEnabled = false; leaningFactorBeg = 1.0; leaningFactorEnd = 0.5; interpolateFrom[] = {"AmovPpneMstpSrasWrflDnon", 0.01}; interpolateTo[] = {"ACE_LauncherProne", 0.01}; weaponIK = 4; onLandBeg = true; onLandEnd = true; }; class ACE_LauncherProne_RifleProne : TransAnimBase { actions = "RifleProneActions"; file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\stp\ras\pst\AmovPpneMstpSrasWpstDnon_AmovPpneMstpSrasWrflDnon_end"; speed = 0.16; disableWeapons = true; aiming = "aimingCivil"; aimingBody = "aimingUpCivil"; interpolationSpeed = 1; leftHandIKBeg = 0.0; leftHandIKCurve[] = {0}; leftHandIKEnd = false; rightHandIKBeg = 0.0; rightHandIKCurve[] = {0}; rightHandIKEnd = false; soundEnabled = false; leaningFactorBeg = 0; leaningFactorEnd = 0; interpolateFrom[] = {"ACE_LauncherProne", 0.01}; interpolateTo[] = {"AmovPpneMstpSrasWrflDnon", 0.01}; weaponIK = 4; onLandBeg = true; onLandEnd = true; }; class ACE_LauncherProneCrawlf : ACE_LauncherProne { actions = "ACE_LauncherProneActions"; file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\run\non\non\AmovPpneMrunSnonWnonDf"; speed = 0.9; collisionShape = "A3\anims_f\Data\Geom\Sdr\Ppne.p3d"; duty = -0.3; leaningFactorBeg = 0; leaningFactorEnd = 0; disableWeapons = true; disableWeaponsLong = true; soundEnabled = true; connectTo[] = {"ACE_LauncherProneCrawlf", 0.02}; connectFrom[] = {"ACE_LauncherProneCrawlf", 0.02}; interpolateFrom[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlfl", 0.025}; interpolateTo[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlfl", 0.025}; weaponIK = 0; }; class ACE_LauncherProneCrawlfl : ACE_LauncherProneCrawlf { file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\run\non\non\AmovPpneMrunSnonWnonDfl"; speed = 0.9; connectTo[] = {"ACE_LauncherProneCrawlfl", 0.02}; connectFrom[] = {"ACE_LauncherProneCrawlfl", 0.02}; interpolateFrom[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawll", 0.025}; interpolateTo[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawll", 0.025}; }; class ACE_LauncherProneCrawll : ACE_LauncherProneCrawlf { file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\run\non\non\AmovPpneMrunSnonWnonDl"; speed = 1.2; connectTo[] = {"ACE_LauncherProneCrawll", 0.02}; connectFrom[] = {"ACE_LauncherProneCrawll", 0.02}; interpolateFrom[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlbl", 0.025}; interpolateTo[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlbl", 0.025}; }; class ACE_LauncherProneCrawlbl : ACE_LauncherProneCrawlf { file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\run\non\non\AmovPpneMrunSnonWnonDbl"; speed = 0.9; connectTo[] = {"ACE_LauncherProneCrawlbl", 0.02}; connectFrom[] = {"ACE_LauncherProneCrawlbl", 0.02}; interpolateFrom[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlb", 0.025}; interpolateTo[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlb", 0.025}; }; class ACE_LauncherProneCrawlb : ACE_LauncherProneCrawlf { file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\run\non\non\AmovPpneMrunSnonWnonDb"; speed = 0.9; connectTo[] = {"ACE_LauncherProneCrawlb", 0.02}; connectFrom[] = {"ACE_LauncherProneCrawlb", 0.02}; interpolateFrom[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlbr", 0.025}; interpolateTo[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlbr", 0.025}; }; class ACE_LauncherProneCrawlbr : ACE_LauncherProneCrawlf { file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\run\non\non\AmovPpneMrunSnonWnonDbr"; speed = 0.8; connectTo[] = {"ACE_LauncherProneCrawlbr", 0.02}; connectFrom[] = {"ACE_LauncherProneCrawlbr", 0.02}; interpolateFrom[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlr", 0.025}; interpolateTo[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlr", 0.025}; }; class ACE_LauncherProneCrawlr : ACE_LauncherProneCrawlf { file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\run\non\non\AmovPpneMrunSnonWnonDr"; speed = 1.2; connectTo[] = {"ACE_LauncherProneCrawlr", 0.02}; connectFrom[] = {"ACE_LauncherProneCrawlr", 0.02}; interpolateFrom[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlfr", 0.025}; interpolateTo[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlfr", 0.025}; }; class ACE_LauncherProneCrawlfr : ACE_LauncherProneCrawlf { file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\run\non\non\AmovPpneMrunSnonWnonDfr"; speed = 0.75; connectTo[] = {"ACE_LauncherProneCrawlfr", 0.02}; connectFrom[] = {"ACE_LauncherProneCrawlfr", 0.02}; interpolateFrom[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlf", 0.025}; interpolateTo[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlf", 0.025}; }; }; class Interpolations { ACE_LauncherProneMove[] = {2, "ACE_LauncherProne", "ACE_LauncherProneCrawlF", "ACE_LauncherProneCrawlfl", "ACE_LauncherProneCrawlfr", "ACE_LauncherProneCrawll", "ACE_LauncherProneCrawlr", "ACE_LauncherProneCrawlbl", "ACE_LauncherProneCrawlbr", "ACE_LauncherProneCrawlb"}; }; };
  6. Hello there, How can I give AI a custom death animation. (from an addon) It's for my "cinematic movie" I tried to combine "IF statement" and "switchmove" for example " if _soldier1 alive false switchmove ....; But it didn't work properly. If anybody could help, I would appreciate. Thanks :)
  7. ArmA 2 Animations To ArmA 3 This mod is in development, so if you notice any problems just let me know. - Short Description: ArmA2 Anims To ArmA3 (A2ATA3) - mod for ArmA3 that change the most part of movement animations in A3 to A2 animations. - Features: Movement animations in A3 changed to animations from A2 Completely working, fully fixed animations Trailer down here:
  8. Hello, I'm working on my psychological horror scenario called Silent Abdera. There is a scene where the camera zooms in on a door. The door is locked, and I want it to animate like someone is trying to open it. I'm only aware of opening and closing animations such as below. But, I can't seem to find a solution for the locked door/budge animation. I have tried the below and doesn't work. If someone knows the solution for this, I'd be more than happy to hear it! Thanks in advance! Some of my missions: [CO-04] Last Stand - Bunker [CO-04] Last Stand - Compound [CO-04] Last Stand - Town [CO-04] Terrorist Hunt - Village [CO-04] Terrorist Hunt - Factory
  9. Is there any way to import 3DS animations to an ArmA model.cfg? I have a plane model in 3DS Max that I got off of Turbosquid and it has several animations (landing gear, bay doors, cockpit opening, etc) that I'd like to import into O2. In 3DS, the animations are all one long strip at the bottom of the screen and they are imported by default as keyframes. I do not want them to be keyframes, but rather animations defined in the model.cfg with the appropriate axes, types, rotations/translations, etc. So far I have been unable to accomplish this. To comply with ArmA's structure, I've had to remake several animations from scratch and I'm asking here to see if there's any easier way to do this because some of them (bay doors) are extremely complex and could take days for me to do by hand.
  10. Having received a lot of PMs regarding setting up animations, I decided to start up this thread to try and explain all the magic stuff behind it. I will try to keep this post updated with all the variables and examples but I would prefer being asked questions here in public so that i can explain each of them. This is something I do in my spare time so please bear with me if I dont reply instantly, thank you :) For starters: 1. Configuring animation Lets say we have an animation that begins in Default Weapon Raised Standing position (the one you enter game when placing soldier in editor). Its an anim of holding rifle with one hand with the other hanging on the side. You are able to shoot in this position. It lasts for 5 seconds and returns to default pose. config.cpp . class CfgMovesBasic; // Reference CfgMovesBasic. This class is used by ArmA3 to store Actionsets, which will be covered at later time class CfgMovesMaleSdr: CfgMovesBasic // Override CfgMovesMaleSdr class in which all animation states and gestures are stored. You can also make your own class but you need to make sure your unit will be using it. . Usually leave as is. { skeletonName="OFP2_ManSkeleton"; // Skeleton indication. If you are doing animations for a T-rex, you will obviously use your custom skeleton for all moves. . Usually leave as is. gestures="CfgGesturesMale"; // Gestures class. Again, if you are using custom class, change it. Usually leave as is. class States { class AmovPercMstpSrasWrflDnon; class MyAnimation : AmovPercMstpSrasWrflDnon { looped = 0; // if set to 1, engine will copy first keyframe to last keyframe, resulting in more "looped" motion. for non looping movement, ALWAYS DISABLE speed = -5; // 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 indicate how many seconds should it last, in this example -5 will make it last 5 seconds file = "\myAddons\myAnimation"; // path to animation file. may or may not end with ".rtm", there is no difference canBlendStep = 0; // sliding effect on/off, we set it to off because we do not want character to move/slide in this move minPlayTime= 0.95; // the ratio of animation that is required to play, in this example: 95% of animation must be played before it can be interrupted // 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. InterpolateTo[] = { "AmovPercMstpSrasWrflDnon", 0.5 // First string is the class name of target animation, in this example this is default rifle standing pose. The number that follows is animation cost -> the engine will always look for the next target animation with smallest cost if there is more than one chain leading towards called action [again, actions will be explained later] // You can ignore the number (enter any float you want from 0 to 1) if: /// there is only one way leading to target action /// there is no animation chain involved }; } } } Variables file [values: any | string] - path to animation file. may or may not end with ".rtm", there is no difference looped [values: 0,1 | integer] - if set to 1, engine will copy first keyframe to last keyframe, resulting in more "looped" motion. for non looping movement, ALWAYS DISABLE speed [values: (-inf, inf) | float] - 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 indicate how many seconds should it last, in this example -5 will make it last 5 seconds canBlendStep [values: 0,1 | integer] - sliding effect on/off minPlayTime [values: <0,1> | float] - the ratio of animation that is required to play before it can be interrupted Arrays InterpolateTo[] [values: alternating "String", float+] - smooth blending to another state. First string is the class name of target animation, in this example this is default rifle standing pose. The number that follows is animation cost -> the engine will always look for the next target animation with smallest cost if there is more than one chain leading towards called action. You can ignore it unless you are working towards improving connection between states that are links away in the chain Please post your questions below. I will try to explain all the variables, arrays and problems as soon as possible. Good luck :)
  11. Hi guys. I am trying to add a new option to the mouse wheel menu, but I want it to be activated only if I have any handgun and if I do not have any the option does not shows at all. Everything works well, but I need it to only works if I have the handgun. This is what i have now: And of course at this moment works with or with out the handgun. player addaction ["<t color='#FF0000'>Shoot as Rich Texan</t>","AirShoot.sqf"]; Te script on "AirShoot.sqf" file works great. Please help. Thanks.
  12. Hello, I have a problem with my animations which do not appear to rotate around the right axis, but only in game. Here are the rendered animations in O2 : In red you will see the axis, in green the rotating bones. Here in arma 3 : Looks like the rotation center is the center of the player. class CfgSkeletons { class MY_SPLENDID_WEAPON { pivotsModel=""; isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = { "trigger", "", "bolt", "", "bolthandle", "bolt", "ejector", "bolt", "firepin", "bolt", "magazine", "", "bullets", "", "safety", "", "muzzleFlash", "", "foresight_unhide", "", "Sight", "foresight_unhide", "foresight_hide", "", "BackSight", "", "fireselector", "" }; }; }; class CfgModels { class MY_SPLENDID_WEAPON { htMin=0; htMax=0; afMax=0; mfMax=0; mFact=0; tBody=0; skeletonName = "MY_SPLENDID_WEAPON"; sectionsInherit = ""; sections[] = {"muzzleFlash"}; class Animations { /* class safety_mode_rot { type = "rotation"; source = "weaponMode"; selection = "safety"; axis = "safety_axis"; memory = 1; minValue = 0; maxValue = 0; angle0 = "rad 180"; angle1 = "rad 0"; }; */ class trigger { type = "rotation"; source = "reload"; sourceAddress = "clamp"; selection = "trigger"; axis = "trigger_axis"; memory = 1; minValue = 0; maxValue = 0.05; angle0 = "0"; angle1 = "rad 15"; }; class firepin { type = "translation"; source = "reload"; sourceAddress = "clamp"; selection = "firepin"; axis = "firepin_axis"; memory = 1; minValue = 0; maxValue = 0.06; minPhase = 0; maxPhase = 0.06; offset0 = -0.5; offset1 = 0; }; class bolt_reload_move_1 { type = "rotation"; source = "reload"; sourceAddress = "clamp"; selection = "bolt"; axis = "bolt_axis"; memory = 1; minValue = 0.2; maxValue = 0.3; angle0 = "rad 0"; angle1 = "rad 80"; }; class bolt_reload_move_2 { type = "translation"; source = "reload"; sourceAddress = "clamp"; axis = "bolt_axis"; selection = "bolt"; minValue = 0.30001; maxValue = 0.4; offset0 = 0; offset1 = -1; }; class bolt_reloadmagazine_move_1 { type = "rotation"; source = "reloadMagazine"; sourceAddress = "clamp"; selection = "bolt"; axis = "bolt_axis"; memory = 1; minValue = 0.05; maxValue = 0.1; angle0 = "rad 0"; angle1 = "rad 80"; }; class bolt_reloadmagazine_move_2 { type = "translation"; source = "reloadMagazine"; sourceAddress = "clamp"; axis = "bolt_axis"; selection = "bolt"; minValue = 0.10001; maxValue = 0.2; offset0 = 0; offset1 = -1; }; class magazine_unhide { type = "hide"; source = "reloadMagazine"; selection = "magazine"; minValue = 0; maxValue = 1; unhideValue = 0.55001; hideValue = 0.602; }; class magazine_hide: magazine_unhide { hideValue = 0; unhideValue = 0.550; }; class magazine_reload_move_1 { type = "translation"; source = "reloadMagazine"; selection = "magazine"; axis = "magazine_axis"; memory = 1; minValue = 0.55001; maxValue = 0.602; offset0 = 0; offset1 = -1; }; class bolt_reloadmagazine_move_3 { type = "translation"; source = "reloadMagazine"; sourceAddress = "clamp"; axis = "bolt_axis"; selection = "bolt"; minValue = 0.7; maxValue = 0.8; offset0 = 0; offset1 = 1; }; class bolt_reloadmagazine_move_4 { type = "rotation"; source = "reloadMagazine"; sourceAddress = "clamp"; selection = "bolt"; axis = "bolt_axis"; memory = 1; minValue = 0.80001; maxValue = 0.9; angle0 = "rad 0"; angle1 = "rad -80"; }; class bullets_hide: magazine_unhide { source = "isEmpty"; selection = "bullets"; hideValue = 1; unhideValue = 0; }; class raise_frontsight { type = "rotation"; source = "zeroing1"; selection = "foresight_unhide"; axis = "foresight_axis"; memory = 1; minValue = 0; maxValue = 0.2; angle0 = 0; angle1 = "rad -90"; }; class zeroing { type = "translation"; source = "zeroing1"; sourceAddress = "clamp"; selection = "Sight"; axis = "sight_axis"; memory = 1; minValue = 0.2; maxValue = 1; offset0 = 0; offset1 = 1; }; class muzzleFlashROT { type="rotationX"; source="ammoRandom"; sourceAddress="loop"; selection="muzzleFlash"; axis=""; memory = 0; centerFirstVertex=true; minValue=0; maxValue=4; angle0="rad 0"; angle1="rad 360"; }; class foresight_hide { type = "hide"; source = "hasOptics"; selection = "foresight_hide"; memory = 0; minValue = 0; maxValue = 1; hideValue = 0; unHideValue = 1; }; class foresight_unhide: foresight_hide { selection = "foresight_unhide"; hideValue = 0.9; unHideValue = 0; }; }; }; }; The animated bones are "foresight_unhide" and "bolt". The classnames of the animations are "raise_frontsight", "zeroing", "bolt_reload_move_1" and "bolt_reloadmagazine_move_1" / "bolt_reloadmagazine_move_4".
  13. Hello first of all. I want to make a Scenario in which a plane starts from the deck of the Aircraft carrier and I want the deck crew member to make the animation which is shown in the Jets DLC campaign/ showcase when the player presses the spacebar to start the takeoff procedure. So it's timed correctly with the Jet taking off and the end of the animation. This, of course, should only be done by the Crewmember who is standing next to the Jet taking off. Since I have no Idea how to script or program I'd like to ask a kind helper to make me a script which makes that above possible but compatible with a 2 player scenario which I'm trying to make. I know this is a lot to ask for but I'm hoping for someone that would be able to help. Thanks!
  14. I want to add self made animation to my mission. So, I wrote this to the file "description.ext". but I couldn't find my animation in list of animation of editor.(The file "description.ext" is in mission folder. The file"doit.rtm" is in "missionfolder\anim1".) class CfgMovesBasic; class CfgMovesMaleSdr: CfgMovesBasic { skeletonName="OFP2_ManSkeleton"; gestures="CfgGesturesMale"; class States { class AovrPercMstpSnonWnonDf; class zerox : AovrPercMstpSnonWnonDf { file = "\anim1\doit.rtm"; looped=0; speed = 0.32; }; }; }; can I get any help? sorry my poor english. Reference post https://community.bistudio.com/wiki/Mission_Animations https://forums.bohemia.net/forums/topic/143871-custom-reload-gestures/ https://forums.bohemia.net/forums/topic/182765-animation-rtm-file-config/ https://forums.bohemia.net/forums/topic/101182-rtm-animation-tutorial-added/?tab=comments#comment-1690221 Reference video: https://www.youtube.com/watch?time_continue=132&v=nyDjbnm94n0 https://www.youtube.com/watch?v=kMt3xKUXAuI
  15. Hey, I've been trying to configure how to open the antenna of the Insurgent version of the BMP 2 (HQ) vehicle model. So far I've managed to get all the Skeletonbones working except antenna_wire. I've been trying to look from .cfg files if the answer would be available but, unfortunately, I haven't been able to utilize the information by applying my current skills. The interesting detail is that the Warfare object called HQ (insurgent) has a functional animation for the antenna. Picture 1 Picture 2 Thank in Advance for the help. - Fisunaama Code1: Init line of the BMP2_HQ vehicle this animate ["Antena1", 1]; this animate ["Antena2", 1]; this animate ["Antena3", 1]; this animate ["Antena4", 1]; this animate ["Antena5", 1]; this animate ["antena6", 1]; this animate ["antena_wire", 1]; In the following code, I have copied the cfgModel details of the both BMP2_HQ as well as the HQ_WF_INS // Here is BMP2_HQ Warfare building's cfgmodels class CfgModels { class Default { sections[] = {}; sectionsInherit=""; skeletonName = ""; }; class Name_Of_Your_Model : Default { skeletonName="WF_BMPHQSkeleton"; sections[]= { "camo1", "camo2", "camo_powergenerator", }; class Animations { class Antena1 { type="rotation"; angle0=-1.570796; angle1=0; axis="antena_axis"; memory=1; minValue=0; maxValue=1.02; minPhase=0; maxPhase=1.02; source="time"; sourceAddress=0; selection="antena_1"; }; class Antena2 { type="translation"; offset0=-0.99; offset1=-0.5; axis="antena_1"; memory=1; minValue=0.19; maxValue=2.04; minPhase=0.19; maxPhase=2.04; source="time"; sourceAddress=0; selection="antena_2"; }; class Antena3 { type="translation"; offset0=-0.99; offset1=-0.5; axis="antena_1"; memory=1; minValue=0.36; maxValue=3.06; minPhase=0.36; maxPhase=3.06; source="time"; sourceAddress=0; selection="antena_3"; }; class Antena4 { type="translation"; offset0=-0.99; offset1=-0.5; axis="antena_1"; memory=1; minValue=0.53; maxValue=4.08; minPhase=0.53; maxPhase=4.08; source="time"; sourceAddress=0; selection="antena_4"; }; class Antena5 { type="translation"; offset0=-0.99; offset1=-0.5; axis="antena_1"; memory=1; minValue=0.7; maxValue=5.1; minPhase=0.7; maxPhase=5.1; source="time"; sourceAddress=0; selection="antena_5"; }; class Antena6 { type="translation"; offset0=-0.99; offset1=-0.5; axis="antena_1"; memory=1; minValue=0.87; maxValue=6; minPhase=0.87; maxPhase=6; source="time"; sourceAddress=0; selection="antena_6"; }; class Antena_wire { type="translation"; offset0=-8; offset1=-2.47; axis="antena_1"; memory=1; minValue=5.994; maxValue=6; minPhase=5.994; maxPhase=6; source="time"; sourceAddress=0; selection="antena_wire"; }; }; }; }; // And here in turn the BMP2_HQ vehicle's cfgmodels antena-part class Antena1 { type="rotation"; angle0=-1.570796; angle1=0; axis="antena_axis"; memory=1; minValue=0; maxValue=0.17; minPhase=0; maxPhase=0.17; source="Antena1"; sourceAddress=0; selection="antena_1"; }; class Antena2 { type="translation"; offset0=-0.99; offset1=-0.5; axis="osavelitele"; memory=1; minValue=0.19; maxValue=0.34; minPhase=0.19; maxPhase=0.34; source="Antena2"; sourceAddress=0; selection="antena_2"; }; class Antena3 { type="translation"; offset0=-0.99; offset1=-0.5; axis="osavelitele"; memory=1; minValue=0.36; maxValue=0.51; minPhase=0.36; maxPhase=0.51; source="Antena3"; sourceAddress=0; selection="antena_3"; }; class Antena4 { type="translation"; offset0=-0.99; offset1=-0.5; axis="osavelitele"; memory=1; minValue=0.53; maxValue=0.68; minPhase=0.53; maxPhase=0.68; source="Antena4"; sourceAddress=0; selection="antena_4"; }; class Antena5 { type="translation"; offset0=-0.99; offset1=-0.5; axis="osavelitele"; memory=1; minValue=0.7; maxValue=0.85; minPhase=0.7; maxPhase=0.85; source="Antena5"; sourceAddress=0; selection="antena_5"; }; class Antena6 { type="translation"; offset0=-0.99; offset1=-0.5; axis="osavelitele"; memory=1; minValue=0.87; maxValue=1; minPhase=0.87; maxPhase=1; source="Antena6"; sourceAddress=0; selection="antena_6"; }; class Antena_wire { type="translation"; offset0=-8; offset1=-2.47; axis="osavelitele"; memory=1; minValue=0.999; maxValue=1; minPhase=0.999; maxPhase=1; source="Antena_wire"; sourceAddress=0; selection="antena_wire"; };
  16. Looking for an animator for weapon reload animations for ~4 British small arms. Paid opportunity. Completion will enable swift release of modification. PM if interested.
  17. I'm trying to spawn a plane at _pos = screenToWorld [0.5,0.5]; that is not moving and I want the canopy closed and the landing gear up. I tried _veh1 animateDoor ["canopy_hide", 0, true]; on the B_Plane_CAS_01_F with no joy. Thanks in advance.
  18. New keyframe animation system in DEV build. What will this actually be? I an thinking some way to capture AI animations and create cutscenes, but it is early days, and I am not sure what to do with any of the modules. Is this meant for the TAC-OPS DLC or some other intention? I would love to be able to sync the camera to a screen or billboard and have a live video feed. There is a timeline module and curved paths. Does this mean playing back animations?
  19. I want to make a MP mission for some friends and i want to make so a player has to heal a AI that have been shoot. I have <pilot setdamage 0.8> on the AI unit (pilot) inside unit init field. without the <> :) and this inside his INIT also [pilot, "PRONE_INJURED_U2", "ASIS"] call BIS_fnc_ambientAnim; I have a trigger that has this in COND: damage pilot ==0.2 ( i have read somewhere on the WIKI that a medikit heals 0.75 %) on ACT : pilot switchmove "UnconsciousReviveDefault_B"; have also tried pilot playmove "UnconsciousReviveDefault_B"; and pilot playmovenow "UnconsciousReviveDefault_B"; He does not play the last animation, do i need something more to make it work ??
  20. Good day to all. I'll get to the point. At the moment I am working on one project where I need an enlarged skeleton. I've already increased the standard skeleton with a blender, and it works in the game. (See screenshots 1-2). However, only in the static version. When i try to set the speed in the config, the model hovers above the ground in its standard height. (See screenshots 3). Anyone who knows a blender or a animations config can help me? With best regards, WebKnight.
  21. In one of my missions I've set up a breaching animation where a couple of the AI have to fire there weapons. I'm not sure how to have both the AI animations and firing of weapons at the same time. How do I do this?
  22. I am using this code to make an AI look like he is repairing a radio tower (found here: https://community.bistudio.com/wiki/BIS_fnc_ambientAnim), however, he loses his primary weapon upon animation canceling: [this,"REPAIR_VEH_KNEEL", "ASIS"] call BIS_fnc_ambientAnim; 0 = this spawn {waitUntil {behaviour _this == "combat"}; _this call BIS_fnc_ambientAnim__terminate;} This solves a previous problem I was having about AI not canceling their animations when their group enters combat. However, now that I can successfully get the AI to enter combat with the rest of their group, specifically the "REPAIR_VEH_x" animations cause the AI to lose their main weapon. As you can probably guess, this is quite the issue. I am using modded loadouts, but I have also tested it with vanilla loadouts. What is the best way to solve this? @pierremgi Since you literally wrote the code found on the wiki, do you have any suggestions?
  23. Hello everyone. Do we have any news about this feature? It's been out like for a month and still we only got a tutorial for a looped animation. I'm really excited as the potential of this is huge for making missions. Is it broken at the current state so we only use the loop?, has anyone found a way to make this work?
  24. So with the introduction of the Jets DLC, it was shown that there are new animations for AI to play out while on the deck of the USS Freedom. My question is, where can I find these animations? I have looked at the functions viewer in the ambient animations and have found nothing.
  25. Hi! I'm having a issue with the animation of the fire mode selector of a gun that i'm doing. The issue is that the angle of rotation that I set in model.cfg do not work as indeed in game but in external view is perfect. Right position: Wrong: Here is the code of model.cfg: Anyone know what is causing this? Thanks
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