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Showing results for tags 'rtm'.
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After hours of searching found nothing,i'v been playing and editing Arma since ofp 2001 and solved all of my problem by web content except this😢: I want to change(make realistic) get in animation for Js FA-18 and other plane in future. After setting config using fc-37 config and getin rtm file, and then aligned that rtm animations with fa-18 by moving skeleton in Oxygen 2,and then exported matrics to a new rtm, after launching the game the pilot animates in zero movement in x and y axis as if stuck in his place and just move up,it doesnt solve after set xstep and step in Named properties. also i found something else ,saw this problem after load exported rtm files in oxygen 2,i mean playnig animation, has no x-y movement and only up and down, Step I have done: 1.Set getin preise config like FC-37 in the config file. 2.open oxygen 2 skeleton p3d. 3.load fc-37 getin rtm file in Oxygen 2. 4. change position of skeleton to align f-18 cockpit. 5.export matrics. 6.The pilot only animate in up and down axis. 7.loaded exported file in step 5 in oxygen has this problem. and also playnig animation in game via switchmove has this problem unless run _this disableai "move" i mean disableai "move" free the character from pin. I dont know if this related to export matrics bug. or something tricky. Thanks Community in advance
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Open Source .NET Standard library for BIS/ArmA file formats
t_d posted a topic in ARMA 3 - COMMUNITY MADE UTILITIES
A few days ago I decided to put most of the code to public that I created in many years working with ArmA file formats. So I put it on GitHub here. While there are a lot of PBO libs already floating around it is quite rare for other files like PAA, RTM etc. My idealistic goal for this project would be that it evolves to an active open source project where contributors add useful and easy to use APIs and add more features. This would facilitate creative tool developers to create tools that are working with those files, which they could not before, because they did not know the file format or it was too much work to implement it. So don't be shy, make some Pull Requests and improve or extend the code. Or Post ideas how to improve/extend the API. I will also add more file formats like OPRW (binarized wrp) and probably MLOD (editable p3d). However, ODOL (binarized p3d) will be not included for certain reasons.- 2 replies
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animation Anyone willing to do holding and reload animations for some guns?
AveryTheKitty posted a topic in ARMA 3 - FIND OR OFFER EDITING
Hello! I'm looking for someone willing to do animations for several weapons: AA-12 AS-50 KSG M1014 XM-25 Please PM me if you're willing to, and ask me about payment in PMs too! -
Hello, I'm trying to make animation for dead driver, but it doesn't works. I mean dead animation works when I use switchmove, but it doesn't switch when driver dies.. Here is my config: class CfgMovesBasic { class DefaultDie; class manActions { JPdriver= "JPdriver"; KIA_JPdriver="KIA_JPdriver"; }; }; class CfgMovesMaleSdr: CfgMovesBasic { skeletonName = "OFP2_ManSkeleton"; gestures = "CfgGesturesMale"; class states { class crew; class JPdriver: crew { file = "\Jetpack\data\anims\JPdriver.rtm"; interpolateTo[] = {"KIA_JPdriver",1}; die= "KIA_JPdriver"; }; class KIA_JPdriver: DefaultDie { file="\Jetpack\data\anims\KIA_JPdriver.rtm"; actions = "DeadActions"; speed = 0.5; looped = "false"; terminal = "true"; }; }; }; I know there is ejectdead, but I want driver to stay in vehicle. Also tried with die="KIA_JPdriver" and die = "DeadState", but both failed. Is it something with my animation that should be added or just Arma 3 fault? I've idea how to fix it with simple script, but I'd like to try something "clean" first if it is possible :(