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arska

Weapn animations in buldozer differ from those in-game

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I'm running into a problem on my Rk62 addon. In buldozer that fire mode switch is working as intended but after packing it and testing in-game it's totally ignoring it's position and axis. I think the problem is in packing tools since Addon Builder broke every other animation after last patch but BINPbo and Mikero's Pbo project aren't fixing this one problem either.

https://dl.dropboxusercontent.com/u/161624561/Modi%20propaganda/2014-10-24_00001.jpg (246 kB)

https://dl.dropboxusercontent.com/u/161624561/Modi%20propaganda/2014-10-24_00002.jpg (251 kB)

Here's my model.cfg:

class CfgSkeletons

{

class rk62_skeleton

{

pivotsModel="";

isDiscrete=0;

skeletonInherit="";

skeletonBones[]=

{

"trigger","",

"bolt","",

"bolt_catch","",

"magazine","",

"bullets","magazine",

"magazine_release","",

"FireMode","",

"muzzleFlash",""

};

};

};

class CfgModels

{

class Rifle;

class rk62Base: Rifle

{

skeletonName="rk62_skeleton";

sectionsInherit="Rifle";

sections[]=

{

"Camo"

};

class Animations

{

class MuzzleFlashROT

{

type="rotationX";

source="ammoRandom"; //use ammo count as phase for animation

sourceAddress="loop"; //loop when phase out of bounds

selection="muzzleFlash"; //selection we want to rotate

axis=""; //no own axis - center of rotation is computed from selection

centerFirstVertex=true; //use first vertex of selection as center of rotation

minValue=0;

maxValue=4; //rotation angle will be 360/4 = 90 degrees

angle0="rad 0";

angle1="rad 360";

};

class trigger

{

type="rotationZ";

source="reload";

sourceAddress="clamp";

selection="trigger";

axis="trigger_axis";

memory=1;

minValue=0;

maxValue="1";

angle0="0";

angle1="rad -10";

};

class bolt

{

type="translation";

source="reload";

sourceAddress="clamp";

selection="bolt";

axis="bolt_axis";

memory=1;

minValue=0.5;

maxValue=1;

offset0=0;

offset1=0.5;

};

class bolt_2: bolt

{

minValue=0;

maxValue=0.5;

offset0=0;

offset1=0.5;

};

class no_magazine

{

type="hide";

source="hasMagazine";

selection="magazine";

minValue=0;

maxValue=1;

hideValue=0.5;

unhideValue=-1;

};

class magazine_hide

{

type="hide";

source="reloadMagazine";

selection="magazine";

minValue=0;

maxValue=1;

hideValue=0.34999999;

unhideValue=0.55000001;

};

class magazine_reload_move_0

{

type="rotationZ";

source="reloadMagazine";

selection="magazine_release";

axis="magazine_release_axis";

memory=1;

minValue=0;

maxValue=0.15000001;

angle0=0;

angle1="(rad 10)";

};

class magazine_reload_move_1

{

type="rotationZ";

source="reloadMagazine";

selection="magazine";

axis="magazine_rot_axis";

memory=1;

minValue=0.15000001;

maxValue=0.30000001;

angle0=0;

angle1="(rad 23)";

};

class magazine_reload_move_2

{

type="translation";

source="reloadMagazine";

selection="magazine";

axis="magazine_axis";

memory=1;

minValue=0.30000001;

maxValue=0.5;

offset0=0;

offset1=1;

};

class magazine_reload_move_3: magazine_reload_move_2

{

minValue=0.5;

maxValue=0.55000001;

offset0=0;

offset1=-1;

};

class magazine_reload_move_4: magazine_reload_move_1

{

memory=1;

minValue=0.55000001;

maxValue=0.60000002;

angle0=0;

angle1="(rad -23)";

};

class magazine_reload_move_5: magazine_reload_move_0

{

minValue=0.55000001;

maxValue=0.60000002;

angle0=0;

angle1="(rad -10)";

};

class bolt_reload_begin

{

type="translation";

source="reloadMagazine";

selection="bolt";

axis="bolt_axis";

memory=1;

minValue=0.72000003;

maxValue=0.77999997;

offset0=0;

offset1=1;

};

class bolt_reload_end: bolt_reload_begin

{

minValue=0.80000001;

maxValue=0.83999997;

offset0=0;

offset1=-1;

};

class fire_mode

{

type="rotationZ";

source="weaponMode";

memory=1;

animPeriod=0;

selection="fireMode";

axis="fireMode_axis";

minValue=0;

maxValue=0.25;

minPhase=0;

maxPhase=0.25;

angle0=0.22;

angle1=0.34999999;

};

};

};

class rk62: rk62Base

{

};

};

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Most likely you need to add a autocenter=0 property in your Geometry LOD

that should solve your floating selector

  • Thanks 1

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Thx, worked! And I wasted several hours for my problem...

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