Page 2 of 2 FirstFirst 12
Results 11 to 19 of 19

Thread: Problem: "Custom Soldiers in Custom Vehicles"

  1. #11
    Quote Originally Posted by DanAK47 View Post
    In that case, you do not need a new cfgMovesMC at all.. Just place your replacement HandgunStand, HandgunCrouch, etc animations in StatesExt.
    @ Icarus : from what i see here, you should contact Dan by PM, i'm not used to class StatesExt animations.

  2. #12
    Staff Sergeant Icarus's Avatar
    Join Date
    Apr 14 2011
    Location
    Behind you
    Posts
    265
    Author of the Thread
    @DanAK47: PM sent.

    Icarus

  3. #13
    Look at the 1.85 commented config. Notice under the civilian women's classes (Woman1, etc) they have moves=CfgMovesMCWoman. So, let's look at cfgMovesMCWoman.

    Code:
    class CfgMovesMCWoman: CfgMovesMC
    {
    	class StatesExt
    	{
    		class CivilBase: Default
    		{
    			aiming="aimingNo";
    			actions="CivilActions";
    			duty=-1;
    			disableWeapons=1;
    			interpolateTo[]={"CivilDying",0.100000,"CivilDyingVer2",0.100000};
    			interpolationSpeed=3;
    		};
    		class Civil: CivilBase
    		{
    			file="\o\anim\zenskastojistat.rtm";
    			speed=10000000000.000000;
    			looped=1;
    			soundEnabled=0;
    			variantAfter[]={1,3,6};
    			variantsAI[]={"Civil",0.200000,"CivilStillV1",0.800000};
    			equivalentTo="Civil";
    			interpolateTo[]={"CombatThrowGrenadeStart",1,"CombatRunThrowGrenadeStart",1,"CivilDying",0.100000,"CivilDyingVer2",0.100000};
    			interpolateFrom[]={"CombatThrowGrenadeEnd",1};
    		};
    etc...
    This means that instead of playing the CivilBase or Civil states from CfgMovesMC, they use the CivilBase and Civil states defined here in CfgMovesMCWoman. This is very useful when you want to change something minor about an animation state for a certain unit like the animation file it uses, speed, or etc without changing the ENTIRE cfgMovesMC.

    One caveat is that you cannot build off of classes that are under states in CfgMoves, only "DEFAULT". This means if I want to modify a state whose parent is not DEFAULT, I have to include its parent states in StatesExt. See example 2 below.

    Example 1 - if I wanted to modify the "Combat" state:

    Code:
    Class MyCfgMoves: CfgMovesMC
    {
        class StatesExt
        {
           class Combat:Default
           {
              actions="CombatActions";
              preload=1;
              file="\MyAnims\MyNewCombatAnim.rtm";
              speed=1e+10;
              looped=1;
              soundEnabled=0;
              duty=-1;
              variantsPlayer[]={"CombatStillPlayer", 0.500000, "Combat"};
              variantsAI[]={"CombatStillPlayer", 0.300000, "CombatStillV1", 0.500000, "Combat"};
            };
         }
    }
    Example 2 - If I wanted to modify the Crouch state - notice that Crouch builds off of COMBAT and not DEFAULT. If you do not include Combat in statesExt, you will get an "undefined base class" error. If you include Combat in StatesExt, but not the full config entry, like Combat: Default {};, your "Combat" state will become identical to the "Default" state.

    Code:
    Class MyCfgMoves: CfgMovesMC
    {
        class StatesExt
        {
           class Combat:Default
           {
              actions="CombatActions";
              preload=1;
              file="sstanistat.rtm";
              speed=1e+10;
              looped=1;
              soundEnabled=0;
              duty=-1;
              variantsPlayer[]={"CombatStillPlayer", 0.500000, "Combat"};
              variantsAI[]={"CombatStillPlayer", 0.300000, "CombatStillV1", 0.500000, "Combat"};
            };
            class Crouch:Combat
            {
               preload=1;
               actions="CrouchActions";
               file="\MyAnims\MyCrouch.rtm";
               speed=1e+10;
               variantsPlayer[]={};
               variantsAI[]={};
               visibleSize=0.6;
               aimPrecision=0.5;
              recoilSuffix="halffixed";
            };
         }
    }
    Another thing to note is that you cannot add "new" classes to StatesExt because the game will never use them. Truly new animation states should be placed in CfgMovesMC. StatesExt only modifies states that already exist in CfgMovesMC.
    Last edited by DanAK47; Apr 11 2012 at 12:34. Reason: accidentally a word

  4. #14
    Staff Sergeant Icarus's Avatar
    Join Date
    Apr 14 2011
    Location
    Behind you
    Posts
    265
    Author of the Thread
    Thank you for reply Dan,

    I am really sorry but I failed to find class Woman or class CfgMovesMCWoman: CfgMovesMC in this commented config. Am I completely dumb or is that not config v1.85?
    Can you please send me link of commented config v1.85 if that config I mentioned is wrong...

    Thank for all the help, Icarus
    Last edited by Icarus; Apr 15 2012 at 07:26.

  5. #15
    Sorry, it's actually from the O.pbo config. You can download a debinarized copy from here: http://web.quick.cz/fholesinsky/OF/

  6. #16
    Staff Sergeant Icarus's Avatar
    Join Date
    Apr 14 2011
    Location
    Behind you
    Posts
    265
    Author of the Thread
    Thank you, Dan!!!!

    I will study your examples and that class CfgMovesMCWoman to change my custom soldiers config.

    Icarus
    Last edited by Icarus; Apr 14 2012 at 21:54.

  7. #17
    Staff Sergeant Icarus's Avatar
    Join Date
    Apr 14 2011
    Location
    Behind you
    Posts
    265
    Author of the Thread
    Config is fixed, now custom vehicle animations work.


    Thanks for help again!

    Icarus

  8. #18
    hi,

    Looks good. I like the way you placed MP5 and hands on the steering wheel. Nice job keep it up.

    cya.

    Nikiller.
    [LOL] ofp/ArmA clan since 2004.
    No Respawns, No Crosshairs, No Muppets.
    Want a good ofp/ArmA2 coop? Visit the [LOL] clan homepage | ofp [LOL] addons pack | ArmA2 [LOL] addons pack

    WW4mod25 sound replacement mod v1.1 | Nikiller's scripts pack

  9. #19
    Staff Sergeant Icarus's Avatar
    Join Date
    Apr 14 2011
    Location
    Behind you
    Posts
    265
    Author of the Thread
    I am sorry if I misguided you Nikiller, that jeep (and animations) is not my creation.
    I have downloaded it from OFP Anim Center: http://ofp.gamepark.cz/_hosted/animcenter/en/index.php
    This is Flashpointgamers jeep provided in tutorial:http://ofp.gamepark.cz/_hosted/animc.../tutorial4.php

    Sorry for not highlighting,
    Icarus

    P.S. I only used that jeep as an example of custom vehicle Spoiler:
    interaction with my custom soldiers.
    Last edited by Icarus; Apr 24 2012 at 19:50.

Page 2 of 2 FirstFirst 12

Similar Threads

  1. custom "THROW" problem
    By SilverRanger in forum OFP : CONFIGS & SCRIPTING
    Replies: 5
    Last Post: Feb 28 2011, 17:04
  2. "Custom Face" Option Missing from Edit Player Menu
    By triplea007 in forum ARMA 2 & OA - TROUBLESHOOTING
    Replies: 4
    Last Post: Jul 3 2009, 11:59
  3. "Jumpy" Mouse & Multiplayer Custom Difficulty
    By Scrivener in forum ARMA - TROUBLESHOOTING
    Replies: 1
    Last Post: Mar 16 2008, 11:44
  4. Inheriting from BIS "put" and using custom "pu
    By Terox in forum ARMA - ADDONS & MODS: DISCUSSION
    Replies: 0
    Last Post: Nov 13 2007, 17:51
  5. custom callsign instead of "Alpha", "Bravo", etc.
    By krajceck in forum ARMA - MISSION EDITING & SCRIPTING
    Replies: 2
    Last Post: Jan 25 2007, 03:43

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •