Does anyone know where to take a class AnimationTypes, required in Config Editor?
Does anyone know where to take a class AnimationTypes, required in Config Editor?
Wonderful. On the official forum, no one knows where to get the official class for the official program.
your question isnt clear .Does anyone know where to take a class AnimationTypes, required in Config Editor?
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
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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 addingin class CfgSkeletonsCode:class Default{ isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; };
orin class CfgModels.Code:class Default{ sectionsInherit=""; sections[]={}; skeleton=""; class Animations{}; };
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;
however if you have setup likeCode: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 = ""; }; };
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.
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.
hmm i see point now just tested , it is problem in Editor itself not having these defined.
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Last edited by Thromp; Jul 18 2012 at 19:15.
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