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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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The MAGIC BUS! Sing it together now... "too much, the magic bus!" LOL Download here: https://onedrive.live.com/?id=5B54FC51A7917265!27049&cid=5B54FC51A7917265 THIS ADDON REQUIRES CUP! ... not any more! THIS ADDON REQUIRES CUP! THIS ADDON REQUIRES CUP! Version : 2.0 date: 10/6/2021 Initial Release Date: 1/29/2016 ====================== DESCRIPTION : ====================== This addon provides the BATTLE BUS! Drive your way through the apocalypse in style. Complete with front battle ram capable of ramming many roadblocks and medium-sized vehicles, trees, and other squishy things. Armor-plating over wheels, 13 fire-from-vehicle cargo positions, and front-mounted PKM. Walkable roof with barbed wire fencing. Random MP-synched colors on init, consisting of red, blue, green, yellow, and purple. Found in FIA factions for all three sides ============== CHANGELOG: ============== v2: 10/6/2021 - Steam-based publication; improved armor, animated plow, new (random) camo colors. v1.2: 1/29/2016 - Improved armor. v1.1: 1/28/2016 - Addition of rear PKM turret - Skulls... animate hide - normally "unhidden". To HIDE the skulls: this animate ["skulls", 1]; v1.0: 1/27/2016 - Initial release ====================== INSTALLATION : ====================== Contents: \@POOK\POOK_v2.bikey \@POOK\pook_battlebus_readme.txt \@POOK\Addons\pook_battlebus.pbo \@POOK\Addons\pook_battlebus.pbo.POOK_v2.bisign ============================ DISCLAIMER / RESTRICTIONS : ============================ - New models based on Arma1/Arma2 sample models; therefore you are bound by the sample model EULA restrictions. - This mod is ONLY for use with BIS games! - You are free to enjoy it in its original form in accordance with the BIS EULA! - No one may charge for, or receive financial compensation for use of, or access to, any part of this addon in any way or form, including "perk"-based access, and especially no use is permitted on "life" servers. Use must be free for all! This includes the use of the MLOD's to create additional content. I will not be making versions for other factions! So the answer is "NO" 😄
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magic RINCEWINDER - Combat Effective Magick System [A3, 0.71]
Rydygier posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Introduction Become a Battle Mage! Show them, what the real power is with your magick! Turn modern battlefield into chaotic blaze of colors, sounds, smoke and mirrors. Video Details One of my oldest Arma 2 projects adapted into Arma 3. Note, I was a noob, when I was writing this, so the code may contain many dubious parts, but it works. It still may contain some loose ends and there's obviously space for improvements and expansions, therefore this is still tagged as beta. Further development, as usual, depends on user feedback intensity. 🙂 Addon version with default settings may be used to add magic users to any SP scenario. While it may break some scenarios (possibly in funny ways), dynamic, procedural kind of missions should work well with it (and become something quite different...). Addon version requires CBA. Magic usage in game Casting spells ability may be given to some of AI Team Leaders on the map, but also to the player. Player can open his spell book by holding pressed RMB while weapon is lowered (or player unarmed) and not prone nor using binoculars at the moment. Releasing RMB will confirm chosen spell to cast, if any was picked. More details: Online PDF manual Download Rincewinder 0.71 (Dropbox) Rincewinder 0.71 (Steam Workshop) Credits & licenses Additional sound effects (edited) from: 1. http://soundbible.com/ By: Mike Koenig, Zarabadeu, BlastWaveFX.com, Mark DiAngelo: Attribution 3.0 license thecheeseman, wrzesien: Sampling Plus 1.0 license Stephan Schutze, Doberman: Noncommercial 3.0 license 2. https://www.zapsplat.com By: ZapSplat, SmartSound, Silverplatter Audio: ZapSplat's standard license Tom Chapman: CC0 1.0 Universal License Authors of these sounds do not endorse nor support this project in any way. Changelog Terms of Use -
I know the different sleeping animations, but I can't seam to get my player to start the mission sleeping inside the tent. I want my player to be lying down inside the old camping tent. How do I do this?
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