View Full Version : C130 Animations
ok so i looked into the config.cpp of the c130 and there are animations for all doors including the ramp these are:
door_1
door_2_1
door_2_2
ramp_top
ramp_bottom
animate the c130 like so
c130test animate ["ramp_top", 1]
c130test is the c130. 0 means closed, 1 is open.
have fun. Oh and i didn't find the config.cpp for the MI24s yet. Thats the reason i looked into them in the first place to find the animations for those doors. Any1 know where to find that?
ok found the anims for MI24. Same file actually ^_^!
here they are:
Right door open:
_mi24 animate ["dvere_p_vrch",1]
_mi24 animate ["dvere_p_spod",1]
Left door open
_mi24 animate ["dvere_l_vrch",1]
_mi24 animate ["dvere_l_spod",1]
replace 1 with 0 for closed.
you can also call a script like so
[this] exec "ca\air2\Mi35\data\scripts\rdoorop.sqs"
[this] exec "ca\air2\Mi35\data\scripts\rdoorcl.sqs"
replace [this] with your Hind and "rdoor" with "ldoor" for the left door. The scripts will play the opening and closing sounds. the animations alone won't
the MV22 animations are:
door_1_1
ramp
-Tomsen
Not yet tested, but should work
Manzilla
Jun 8 2009, 23:48
Good stuff. I was wondering about the C-130 cargo door.
hmm looks like the MV22 animations don't work. might be because the animduration is set to 0. Or there just are none. Which sucks in my opinion, since you can't sit in the C130's cargo hold (can't even walk into it or drive vehicles in because the ramp is too high).
You can sit in the MV22 passanger compartment, but the ramp won't open.
i think i'll dl o2 and see if it actually has animations. Then i can look into it getting them to work or even create some.
---------- Post added at 02:46 AM ---------- Previous post was at 02:06 AM ----------
can't open BIS' MV22 p3d file, can't read animations. can't repack air2.pbo with edited animationPhases. Result -> gotta wait for BIS to add the animations or for someone who knows how to take the MV22.p3d file and get it opened in o2 for editing.
I am kinda disappointed that the mod community is left with debugging BIS' unfinished game...
Maddmatt
Jun 9 2009, 01:39
can't open BIS' MV22 p3d file, can't read animations. can't repack air2.pbo with edited animationPhases. Result -> gotta wait for BIS to add the animations or for someone who knows how to take the MV22.p3d file and get it opened in o2 for editing.
You can't edit a binirised model.
I am kinda disappointed that the mod community is left with debugging BIS' unfinished game...
Playing around with animations has nothing to do with debugging.
true that, but then again, the anims are in the hpp file. they're just not implemented.
Still, i find it sad, that developers are being put under pressure by their publishers so much to meet a deadline, that they are willing to ship a game which isn't ready to be shipped yet. I can't imagine BIS wanting to ship arma2 the way it was.
Maddmatt
Jun 9 2009, 02:49
With the the cargo doors open, you could attach weapons to the back...
Or even have infantry shoot from there, but that would take some work.
I just tested with the MV-22 and they seemed to work using the "ramp_bottom" and "ramp_top" animations.
simio7331
Jun 9 2009, 02:51
They had in mind to implement the cargo doors. They didn't have time to put it in completely, future patches will fix this.
Maddmatt
Jun 9 2009, 03:06
They had in mind to implement the cargo doors. They didn't have time to put it in completely, future patches will fix this.
I don't recall them saying that. Source?
With the the cargo doors open, you could attach weapons to the back...
Or even have infantry shoot from there, but that would take some work.
I just tested with the MV-22 and they seemed to work using the "ramp_bottom" and "ramp_top" animations.
oh! cool. but its wierd since those anim names are not in the config...
Mavericko
Jul 1 2009, 16:00
Never done any scripting myself, so any chance anyone here knows how to make a script to addAction so that the pilot or someone near the vehicle can open and close the doors on the C-130
cobra4v320
Aug 23 2009, 06:04
Here is the script for the C-130: http://www.armaholic.com/page.php?id=6061
Below I modified Norrins script for the MV-22:
//nul = [this] execVM "openramp_init.sqf"//
//"openRamp_init.sqf"//
_vcl = _this select 0;
_c = 0;
_cc = 0;
_openRamp = _vcl addAction ["Open MV-22 Ramp", "openRamp.sqf", "", 0, false, true];
_closeRamp = _vcl addAction ["Close MV-22 Ramp", "closeRamp.sqf","", 0, false, true];
_toAttach = objNull;
_vcl removeAction _openRamp;
_vcl removeAction _closeRamp;
if (isServer) then
{
_vcl setVariable ["cobra_openRamp", false, true];
sleep 2;
};
while {alive _vcl} do
{
// Ramp Action
if (!(_vcl getVariable "cobra_openRamp") && _cc == 0) then
{
_openRamp = _vcl addAction ["Open MV-22 Ramp", "openRamp.sqf", "", 0, false, true];
_vcl removeAction _closeRamp;
_cc = 1;
};
if ((_vcl getVariable "cobra_openRamp") && _cc == 1) then
{
_closeRamp = _vcl addAction ["Close MV-22 Ramp", "closeRamp.sqf","", 0, false, true];
_vcl removeAction _openRamp;
_cc = 0;
};
sleep 2;
};
if (!alive _vcl) exitWith {};
//"openramp.sqf"//
_vcl = _this select 0;
_vcl animate ["ramp_top",1];
_vcl animate ["ramp_bottom",1];
sleep 0.1;
_vcl setVariable ["cobra_openRamp", true, true];
if (true) exitWith {};
//"closeramp.sqf"//
_vcl = _this select 0;
_vcl animate ["ramp_top",0];
_vcl animate ["ramp_bottom",0];
sleep 0.1;
_vcl setVariable ["cobra_openRamp", false, true];
if (true) exitWith {};
BobCat[fru]
Sep 11 2009, 16:24
How animate door_1_1 in Mv22?
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