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Found 88 results

  1. 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
  2. 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?
  3. 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
  4. Unwanted Double post sorry... Moderators can you delete this topic please (or tell me how to delete it).
  5. 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!
  6. 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
  7. 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
  8. 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!
  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. 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
  11. 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.
  12. 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!
  13. 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! :)
  14. 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 :)
  15. 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 !
  16. 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.
  17. 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:
  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. I'm trying to make a unit shoot while in an animation, I've googled but haven't found a solution yet. I'm able to force the unit to shoot normally with game logic but it won't work during an animation. Any help would be appreciated!
  23. 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
  24. 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
  25. I increased the animation speed for swimming. Nothing much else to say. Have fun with it! Download https://steamcommunity.com/sharedfiles/filedetails/?id=1808723766
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