Results 1 to 8 of 8

Thread: AnimationTypes

  1. #1

    AnimationTypes

    Does anyone know where to take a class AnimationTypes, required in Config Editor?

  2. #2
    Wonderful. On the official forum, no one knows where to get the official class for the official program.

  3. #3
    Does anyone know where to take a class AnimationTypes, required in Config Editor?
    your question isnt clear .
    RTM animations or Keyframes for characters are all listed in the BIS wiki search Moves

    Other animation types and there sources are also available on Bis Wiki , search Sources

    To play RTM place a radio trigger and put
    MyUnitName SwitchMove "name of anim ";

    alternatively for Cutscene large anims

    MyUnitName PlayMove "name of anim ";


    For wehicle anims etc , far too vague a question
    A chopper cup of Coffee in a chopper coffee pot
    TOH Now with added Coffee
    http://www.helpivanmartin.org/

  4. #4
    Thromp, thank you for trying to help me.


    I mean, that the program requires.
    There is no problem to write model.cfg from scratch. But for something also given a visual program, and I want to use it.

    Screenshot


    Also requires the class Default, but the problem is removed by adding
    Code:
    class Default{
      isDiscrete=1;
      skeletonInherit="";
      skeletonBones[]={};
    };
    in class CfgSkeletons
    or
    Code:
    class Default{
      sectionsInherit="";
      sections[]={};
      skeleton="";
      class Animations{};
    };
    in class CfgModels.

  5. #5
    ah ok , sorry i have never use this editor always problems for me .

    for default inherit its siple to place

    class Default;
    class mynewthing : Default
    {

    };

    on Pdrive if installed correclty is default from which default is defined

    remember isDiscrete = 1; this is for user animations and vehicle thinsg , when make a character or RTM keyframe it will be isDiscrete = 0;




    Code:
    class Rotation
    {
    	type = "rotation";
    	memory = 1;
    	minValue = 0;
    	maxValue = 1;
    	angle0 = 0;
    	angle1 = 1;
    };
    class CfgSkeletons
    {
    	class Default
    	{
    		isDiscrete = 1;
    		skeletonInherit = "";
    		skeletonBones[] = {};
    	};
    };
    class CfgModels
    {
    	class Default
    	{
    		sections[] = {};
    		sectionsInherit="";
    		skeletonName = "";
    	};
    };
    however if you have setup like

    p:\ysandro\mynewvehicle

    inside p:\ysandro\
    you can place this Model.cfg from P drive here ( alternatively you can palce there very large one from Sample models)


    then this class animations come inside your own config like so

    Code:
    class CfgSkeletons  {
    class	default; //Extended
    
    
    
    
    class thromp_horse_base : default {
    		isDiscrete = 0;
    		skeletonInherit = "";
    		skeletonBones[] = {
    
    
    "flrump","",
    "flshin","flrump",
    "flfoot","flshin",
    
    
    
    			
    			 };
    	};
    };
    class Rotation;
    class CfgModels  {
    class	default; //Extended
    
    
    
    
    
    class thromp_horse : default {
    		sectionsInherit = "";
    		sections[] = {"" };
    		skeletonName = "thromp_horse_base";
    
    		class Animations  {
    
                     
    			
    		};
    	};
    
    };
    Last edited by Thromp; Jul 18 2012 at 18:41.

  6. #6
    With folders and drive its all right.
    The problem is visible in the screenshot.
    Yet I write the configs manually.


    7 years ago I tried to make my own config editor for OFP, so that you can see the structure in the form of a tree and see inheritance in the form of a table. Failed to write reliable enough parser for the config import. So far no one has done such editor. Even the official does not work.
    Last edited by YSandro; Jul 18 2012 at 18:52.

  7. #7
    hmm i see point now just tested , it is problem in Editor itself not having these defined .

    Last edited by Thromp; Jul 18 2012 at 19:15.

  8. #8
    Suggest you get rid of the "class Rotation" section at the front of definitions, thats no longer needed.

    Where you have "class blahblah : Rotation"
    Replace with
    class blahblah {
    type = "rotation";
    etc etc

Posting Permissions

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