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Showing results for tags 'animation'.
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Hello guys, I'm trying to take some cool screenshot for artwork, I have downloaded polpox art work support, the problem is when i select the animation from animation viewer and copy it and try to paste it using ctrl + E it says " failed to apply animation wrong vehicle type " to convert a unit to unit animator press ctrl + shift + E. when i do that it doesn't work, no animation can be selected.
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- arma3
- polpox animation viewer
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I'm making a tank and I have a problem, I have an animation of hiding an armor element when a hitpoint is destroyed (like ERA), it hides and works correctly, but I want to make an unhide animation after the first animation of hiding after receiving damage is triggered, so that the "visually burnt" version of the top is revealed, I made a model of "burnt armor" but I can't get it to reveal after the 1st animation is triggered, how can I do this? My model.cfg part of animation: class BKL1 { type="hide"; hideValue=0.99999; minValue=0; maxValue=1; minPhase=0; maxPhase=1; source="BKL1"; sourceAddress=0; selection="BKL1"; }; class BKL1_Broken { type="hide"; hideValue=0; minValue=0; maxValue=1; minPhase=0; maxPhase=1; source="BKL1_Broken"; sourceAddress=0; selection="BKL1_Broken"; }; class BKR1 { type="hide"; hideValue=0.99999; minValue=0; maxValue=1; minPhase=0; maxPhase=1; source="BKR1"; sourceAddress=0; selection="BKR1"; }; class BKR1_Broken { type="hide"; hideValue=0; minValue=0; maxValue=1; minPhase=0; maxPhase=1; source="BKR1_Broken"; sourceAddress=0; selection="BKR1_Broken"; }; My animationsources part in config.cpp: class BKL1 { source = "Hit"; hitpoint = "BKL1"; raw = 1;}; class BKR1 { source = "Hit"; hitpoint = "BKR1"; raw = 1;}; class BKR1_Broken { source = "Hit"; hitpoint = "BKR1"; raw = 1;}; class BKL1_Broken { source = "Hit"; hitpoint = "BKL1"; raw = 1;}; So how i can make "Unhide", animation correcly, to make it work?
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[Released] Survival Pack (Food + Water + Items)
Shaanig03 posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
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 -
Animation - explanation of the magic behind
smookie posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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 :)- 121 replies
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ive tried exporting but whenever i export it doesn't want to work, every video i see shows a different window opening when i go to export. i cant get any help anywhere else so ill try here
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help Problem with animation: No Entry 'bin\config.bin/CfgMovesMaleSdr/States
Al3x320 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I have been getting this problem consistently. i don't know what to do anymore can anyone help me ? -
Hello folks, after almost 10 years I wanted to do some modding again. I was able to solve many problems myself, but here is a problem where I can't get any further. I have created an animation with the Blender examples. Simple hand animation for a weapon. In the O2/ObjectBuilder it all looks great. But when I pack the addon it looks crappy. Suggested solutions? Any Checklist´s ? more info: Folder : \weapon\anim\nameofanim.rpt in this folder are : the anim and Model.cfg of the skeleton (from samples) in CfgWeapons : handanim[] = {"OFP2_ManSkeleton","\abw\anim\Test002_ArmaRig_Example.rtm"}; Blender File is the same as in this Vid https://ibb.co/Q9tQ6Np https://ibb.co/xzYmN1f
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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.
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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
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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.
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qustion Passing variables to event handlers
AmBush03 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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; }; }]; }; -
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?
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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
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Trouble WIth EventHandler and model animation.
mrewok posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Unwanted Double post sorry... Moderators can you delete this topic please (or tell me how to delete it). -
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!
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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
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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
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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!
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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!
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animationloop how can ı loop animation with eden editor
Phantommm posted a topic in ARMA 3 - EDEN EDITOR
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 -
CutScene Player Animation stuttering
DoctorBoingo posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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. -
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!
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Door animations not working on terrain
Prodeath21 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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! :) -
Anim code for the apc_wheeled_02/MSE-3_Marid sample
Neo23 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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 ! -
Can I manually rotate a vehicle's turret if I know its animation name?
juleshuxley posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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.