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Found 1 result

  1. 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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