View Full Version : Set animphase?
Feb 17 2003, 23:32
Could Suma, or anyone of the OFP-Team please add one more command to the cutom animation commands?
I'm talking about setting an animation phase without displaying the corresponding animation, and having to wait for the animperiod to go from one animation state to another.
You could possible call it animatenull, or setanimphase or something similar.
Unless im mistaken, it is now not possible to make a continuous rotation on a vehicle, adding this command would give us the option to ;
A) rotate selections instantly
B) make continuous rotational selections.
C) make irregular animations
thanks for your attention
ps: also making and animperiod_plus and animperiod_minus setting would help tremendously, but i wont ask too much for now. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
Feb 22 2003, 19:22
i have another request that might be possible to answer straight away:
can we get info about the targeted object?
i would like to know objecttype, and range of anything that i have targeted in my vehicle. (possible targetspeed also)
As far as i know we cannot get any information about a targeted object at the moment. but in the cobra's HUD, the targetdistance is indicated, so the code for that seems to be present.
Question is, how do we get that value in a script?
When the target is in range, we can also see on the diamond what kind of target it is, again, how do we get this info in a script?
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Gen.Carnage @<hidden> Feb. 18 2003,00:32)</td></tr><tr><td id="QUOTE">A) rotate selections instantly[/QUOTE]<span id='postcolor'>
Instant animation is possible by setting the animperiod to "0" ...no animation will be shown,will be instantaneous
axis="axis gear right";
Sorta Continuous is possible by setting the animation period to a very long time and the angle1 to large figures
Feb 23 2003, 01:09
ok, thanks for your suggestions, but setting animperiod to 0 is not an option, i want (for instance) to rotate something slowly to a certain angle, and then make it rotate back in a flash.
about the continuous rotation: think about a windmill type of spinning object... as you can see your idea is unusable also.
Fast spinning, LOADS of revolutions. (i think 2 full rotations is the max for custom animations,)
Feb 23 2003, 23:29
I do this with scripts. SInce you have to use scripts anyway...
For slow / fast, set the animation to the fastest animation speed you will need. Then use a scripted loop with a timer to go through animphase 0-1 by perhaps 0.01 per loop. That way, you can make it move slowly by virtue of that timed loop.
For constant rotation it's the same way, just make the animperiod 0. THen when you are fully animated, simply animate it to 0 again.
Feb 23 2003, 23:33
Honestly, before BIS does any more animation commands, they really must give us the possibility of creating multiple animations per selection and allowing nesting of animated selections within eachother.
THese capabilities are necessary to produce the sophisticated animations for things such as leg movement in mechs, pneumatic lifts in bridgebuilders, cranes, etc.
Feb 25 2003, 15:53
agreed, making multiple anims possible on same selections would also allow us to make continuous rotation without heavy cpu load and/or unsmooth animations.
(animate normally, when phae 1 is reached, animate (with a different anim) the roatation axis 180° in 0 seconds and let the animation return to phae 0 normally) result : continuous animation.
it would also allow for complex retracting of landinggears and much more neat stuff.
Doesn't the radar animation keep spinning?
Feb 27 2003, 11:44
it does but,
- no speed settable
- doesnt work on a turret
- cannot be started/stopped on certain event
in other words; not what im looking for.
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