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philcommando
Jul 2 2004, 08:44
How to create your own cfgmovesMCxxx:-

a. With cfgmoves of your own, u will have better control over how u want your unit to behave - in both actions and animation.

Although there were not much tutorials around and basically most help are simple one liners, i had to do it the hard way...50times of line by line config to get a unit in game http://forums.bistudio.com/oldsmileys/crazy_o.gif Finally i did with my all hair torned out! well, almost anyway :-P

1. get a hold of the config190 file from a lone wolf site
2. cfgmoves seem to be only for humans.
3. after u have modelled the unit, in the config.cpp look for moves="cfgmovesMC"
4. replace it with ur own "cfgmovesMCxxx" where xxx is the name u want.
5. after u have written the cfgvehicles line codes, then start the preamble to cfgmoves:-

class CfgManActions{};
class CfgMovesMC
{
class Default {};
class DefaultDie: Default {};
class StandBase: Default {};
class States {};
};

6. Then start your own line:-
class CfgMovesMCxxx: CfgMovesMC
{
access=1;
vehicleActions="CfgVehicleActions";

look at the config190 file and copy and paste all the text from cfgmovesMC class actions to class interpolations.
}

7. if u study the Class Actions, u will realized that there are many actions the unit can perform, for example:-
turnL="CombatTurnL"; // for soldier to turn left using the combat turnleft animation.

turnL is a command and "combatTurnL" is the animation to use. Therefore u can replace the "combatTurnL" with any animation u want..eg:- turnL = " dancejig" where dancejig is the animation u created.

8. As for Class States, this where u can insert any animation u want, for example:-
class Stand: StandBase // the command
{actions="StandActions";
file="bezstanistat.rtm"; // this is the rtm file u can replace
speed=10000000000.000000; // animation controll speed
looped=1; //how many times to replay
soundEnabled=0;
variantAfter[]={1,3,6};
variantsAI[]={"StandVar2",0.700000,"Stand",0.300000};
equivalentTo="Stand";
interpolationSpeed=2;interpolateTo[]={"StandDying",0.100000,"StandDyingVer2",0.10000};
};

9. one note:- when u see class stand: Standbase...it basically means class stand inherits all codes from Standbase, and now wishes to make additional codes.

PS:- i am no cpp writer so i could be wrong, and if anyone thinks i am wrong, do correct me here so that we all can share how to make ofp better. Better to have something here than to have to struggle alone. Have fun:-)

Master_Chief
Jul 4 2004, 02:52
good job dude, this is going to come in handy with my halo mod, as I need each alien race to have their own movesmc. Thanks!!! http://forums.bistudio.com/oldsmileys/smile_o.gif