Would it be possible to do this on parts of a gun?
I want my ammo to rotate through the gun, like in OFP Taiwan's machineguns. Can this be used to do that at about 1,2 revolutions per second?
Would it be possible to do this on parts of a gun?
I want my ammo to rotate through the gun, like in OFP Taiwan's machineguns. Can this be used to do that at about 1,2 revolutions per second?
Fiery the angels fell, deep thunder rolled around their shores. Burning with the fires of Orc.
Yes it is possible, and has been demonstrated on several ocasions. Give me a vouple of hours and i will get back at u with how to do it.
Oh, YESYESYESYES !!!!
PLEASE!!!
I want to let the "ammo belt" (actually a circle) to rotate VERY fast when firing. It's currently using the "revolve" animation, which rotates the object once for each magazine emptied.
Also see [ THIS ] thread.
I would be very thankful for your help!
What about sliding doors how can you do that.
I have seen them on alot of people making helo's these days.
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (NAA_Us_Marine @ Nov. 04 2002,00:22)</td></tr><tr><td id="QUOTE">What about sliding doors how can you do that.
I have seen them on alot of people making helo's these days.[/QUOTE]<span id='postcolor'>
I didn't check, but my guess is that it's a rotation with a very far point as the axis.
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Matthijs @ Nov. 04 2002,09:51)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (NAA_Us_Marine @ Nov. 04 2002,00:22)</td></tr><tr><td id="QUOTE">What about sliding doors how can you do that.
I have seen them on alot of people making helo's these days.[/QUOTE]<span id='postcolor'>
I didn't check, but my guess is that it's a rotation with a very far point as the axis.[/QUOTE]<span id='postcolor'>
Yes it is. On the Huey I'm building for the Falklands mod the pivot point for the port door is on the starboard side and the starboard pivot on the port side. You have to experment with distances. the closer the pivot the smaller turning circle etc.
Heres the animation code I used:
// Door Animation
class Animations
{
class PrtDoor
{
type="rotation";
animPeriod=3;
selection="prtdoor";
axis="osa_prtdoor";
angle0=0;
angle1=0.2;
};
class StabDoor
{
type="rotation";
animPeriod=3;
selection="Stabdoor";
axis="osa_stabdoor";
angle0=0;
angle1=-0.2;
};
};
class UserActions
{
class OpenPrtdoor
{
displayName="Open Port Door";
position="osa_L";
radius=3;
condition="this animationPhase ""prtdoor"" < 0.5";
statement="this animate [""prtdoor"", 1]";
};
class ClosePrtdoor
{
displayName="Close Port Door";
position="osa_L";
radius=3;
condition="this animationPhase ""prtdoor"" >= 0.5";
statement="this animate [""prtdoor"", 0]";
};
class Openstabdoor
{
displayName="Open Starboard Door";
position="osa_R";
radius=3;
condition="this animationPhase ""Stabdoor"" < 0.5";
statement="this animate [""Stabdoor"", 1]";
};
class CloseStabdoor
{
displayName="Close Starboard Door";
position="osa_R";
radius=3;
condition="this animationPhase ""Stabdoor"" >= 0.5";
statement="this animate [""Stabdoor"", 0]";
};
};
Door activation position points and radius:
osa_R and osa_L are the position points in the memory lod where you want the doors to be activated from. ie osa_R is by the starboard door and osa_L by the port door. radius=3 is the distance from those points. Note: Make the radius big enough so it includes the pilot or copilot seat area for the respective sides.
We are now fully operational - that is, we are in a constant flap instead of having isolated confused situations.
D.I.L.L.I.G.A.F.: Rebel Without a Pause
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Colonel_Klink @ Nov. 04 2002,12:07)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Matthijs @ Nov. 04 2002,09:51)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (NAA_Us_Marine @ Nov. 04 2002,00:22)</td></tr><tr><td id="QUOTE">What about sliding doors how can you do that.
I have seen them on alot of people making helo's these days.[/QUOTE]<span id='postcolor'>
I didn't check, but my guess is that it's a rotation with a very far point as the axis.[/QUOTE]<span id='postcolor'>
Yes it is. On the Huey I'm building for the Falklands mod the pivot point for the port door is on the starboard side and the starboard pivot on the port side. You have to experment with distances. the closer the pivot the smaller turning circle etc.
Heres the animation code I used:
// Door Animation
class Animations
{
class PrtDoor
{
type="rotation";
animPeriod=3;
selection="prtdoor";
axis="osa_prtdoor";
angle0=0;
angle1=0.2;
};
class StabDoor
{
type="rotation";
animPeriod=3;
selection="Stabdoor";
axis="osa_stabdoor";
angle0=0;
angle1=-0.2;
};
};
class UserActions
{
class OpenPrtdoor
{
displayName="Open Port Door";
position="osa_L";
radius=3;
condition="this animationPhase ""prtdoor"" < 0.5";
statement="this animate [""prtdoor"", 1]";
};
class ClosePrtdoor
{
displayName="Close Port Door";
position="osa_L";
radius=3;
condition="this animationPhase ""prtdoor"" >= 0.5";
statement="this animate [""prtdoor"", 0]";
};
class Openstabdoor
{
displayName="Open Starboard Door";
position="osa_R";
radius=3;
condition="this animationPhase ""Stabdoor"" < 0.5";
statement="this animate [""Stabdoor"", 1]";
};
class CloseStabdoor
{
displayName="Close Starboard Door";
position="osa_R";
radius=3;
condition="this animationPhase ""Stabdoor"" >= 0.5";
statement="this animate [""Stabdoor"", 0]";
};
};
Door activation position points and radius:
osa_R and osa_L are the position points in the memory lod where you want the doors to be activated from. ie osa_R is by the starboard door and osa_L by the port door. radius=3 is the distance from those points. Note: Make the radius big enough so it includes the pilot or copilot seat area for the respective sides.[/QUOTE]<span id='postcolor'>
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> Note: Make the radius big enough so it includes the pilot or copilot seat area for the respective sides.
[/QUOTE]<span id='postcolor'>
Hmm animations can't be triggered in-flight anyway so y really bother?
@Matthijs
Can you please post yuo config here?
PS: R u Dutch? If yes I live in Holland![]()
Eyyyyyy!!!!
IF IT AIN'T DUTCH, IT AIN'T MUCH !!!
I live in Gorinchem. And you?
There's a lot I remarked out. But I guess you can see what I did.
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
// THE FN MAG/MAG58/GMPG/M240/C6 was created by W.M. Crielaard
// url: http://www.bbemariniers.net
// email:
//
// This addon for Operation Flashpoint is shareware and can be distributed under the
// following conditions:
//
// If you want to use some or all of the content of this addon for your own work,
// send a request to
//
// - Non commercial distribution only
// - Modified versions may never be packaged with the original versions
// - Modified versions may never have the same class names the original versions
// - Original packages may not be modified in any way
//
// Model\Skinning\Importing by Willem-Matthijs Crielaard
// config.cpp by Willem-Matthijs Crielaard
// Original optics by OFP Taiwan workshop
// Military consultancy by "Assault[CAN]" Tyler
// V1.0
class CfgPatches
{
class KM_Mod
{
units[] = {};
weapons[] = {KM_FNMAG};
requiredVersion = 1.2;
};
};
class CfgModels
{
class Default
{
sections[] = {};
sectionsInherit="";
};
class Weapon: Default{};
class km_fnmag: Weapon
{
sections[] = {"zasleh"};
};
class km_fnmagoptics: Weapon
{
sections[] = {"zasleh"};
};
};
//class CfgAmmo
//{
// class Default {};
// class BulletSingle: Default {};
// class Bullet7_6: BulletSingle {};
// class KM_762NATO: Bullet7_6
// {
// airLock=1;
// hit=10;
// cost=5;
// tracerColor[]={1,0.25000,0.12500,0.5};
// minRange=1;
// minRangeProbab=0.9;
// midRange=500;
// midRangeProbab=0.75;
// maxRange=1000;
// maxRangeProbab=0.25;
// };
//};
////////////////////////////////////////////////////////
// FNMAG + AMMO DEFINITION
////////////////////////////////////////////////////////
class CfgWeapons
{
class Default {};
class MGun : Default {};
class MachineGun7_6: MGun {};
class MachineGun7_6Manual: MachineGun7_6 {};
class KM_FNMAG: MachineGun7_6Manual
{
displayName="FN MAG";
weaponType=1;
model="\km_fnmag\km_fnmag.p3d";
picture="\km_fnmag\fnmaginv.paa";
scopeWeapon = 2;
scopeMagazine = 2;
modelOptics="\km_fnmag\km_fnmagoptics. p3d";
optics = true;
opticsFlare=0;
opticsZoomMin=0.35;
opticsZoomMax=0.35;
displayNameMagazine="FN MAG ammo box";
shortNameMagazine="FN MAG ammo";
reloadSound[]={"",1,1};
reloadMagazineSound[]={"\km_fnmag& #92;fnmagreload.wav",db-70,1};
count=100;
magazines[] = {"KM_FNMAGMag"};
revolving="ammobelt";
revolvingAxis="ammobelt_ax";
revolvingspeed=0.1;
modes[] = {"gas1", "gas2", "gas3"};
class gas1
{
ammo=Bullet7_6W;
// ammo=KM_762NATO;
multiplier=1;
burst=1;
displayName="FN MAG, gas:1";
sound[]={"\km_fnmag\fnmag.wav& #34;,db10,1};
soundContinuous=0;
reloadTime=0.085000;
ffCount=6;
ffMagnitude=0.500000;
ffFrequency=11;
dispersion=0.002500;
aiDispersionCoefX=5.000000; // dispersion used to simulate horizontal burst
// aiDispersionCoefY=2.000000;
maxLeadSpeed=300;
recoil="mgunBurst3";
// recoil="riffleSingle";
autoFire = true;
useAction= false;
useActionTitle="";
aiRateOfFire=0;
aiRateOfFireDistance=0;
};
class gas2
{
ammo=Bullet7_6W;
// ammo=KM_762NATO;
multiplier=1;
burst=1;
displayName="FN MAG, gas:2";
sound[]={"\km_fnmag\fnmag.wav& #34;,db10,1};
soundContinuous=0;
reloadTime=0.070000;
ffCount=6;
ffMagnitude=0.500000;
ffFrequency=11;
dispersion=0.002500;
aiDispersionCoefX=5.000000; // dispersion used to simulate horizontal burst
// aiDispersionCoefY=2.000000;
maxLeadSpeed=300;
recoil="mgunBurst3";
// recoil="riffleSingle";
autoFire = true;
useAction= false;
useActionTitle="";
aiRateOfFire=0;
aiRateOfFireDistance=0;
};
class gas3
{
ammo=Bullet7_6W;
// ammo=KM_762NATO;
multiplier=1;
burst=1;
displayName="FN MAG, gas:3";
sound[]={"\km_fnmag\fnmag.wav& #34;,db10,1};
soundContinuous=0;
reloadTime=0.060000;
ffCount=6;
ffMagnitude=0.500000;
ffFrequency=11;
dispersion=0.002500;
aiDispersionCoefX=5.000000; // dispersion used to simulate horizontal burst
// aiDispersionCoefY=2.000000;
maxLeadSpeed=300;
recoil="mgunBurst3";
// recoil="riffleSingle";
autoFire = true;
useAction= false;
useActionTitle="";
aiRateOfFire=0;
aiRateOfFireDistance=0;
};
};
class KM_FNMAGMag : KM_FNMAG
{
picture="\km_fnmag\fnmagmaginv.paa" ;;
};
};
class CfgVehicles
{
class All{};
class AllVehicles : All{};
class Land : AllVehicles{};
class Man : Land{};
class Soldier : Man{};
class SoldierWB : Soldier{};
class SoldierWMG: SoldierWB {}
class KM_Soldier_FNMAG : SoldierWMG
{
displayName="Machinegunner (FN MAG)";
weapons[]={"KM_FNMAG","Binocul ar","Throw","Put"};
magazines[]={ "KM_FNMAGMag", "KM_FNMAGMag", "KM_FNMAGMag", "KM_FNMAGMag", "KM_FNMAGMag" };
};
};
class CfgGroups
{
class KM_Mod
{
name="Korps Mariniers mod";
class KMequipment
{
name="NL KMARNS equipment";
class KM_FNMAG_Soldier
{
name="Machinegunner (FN MAG)";
class Unit0
{
side=1;
vehicle="KM_Soldier_FNMAG";
rank="Private";
position[]={0,2,0};
};
};
};
};
};
[/QUOTE]<span id='postcolor'>
I live in Den Haag and the queen is my neighbour on Noordeindebut im not dutch though but lived here for 7 years.
now about the rotation no matter what I try the speed satys the samehmm im gonna try some more but i promise nothing
I see that there is an animations called "revolve":
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
// From Matthijs's Config.cpp
revolving="ammobelt"; // selection to ratate
revolvingAxis="ammobelt_ax"; //axis for rotation
revolvingspeed=0.1; // the speed of the rotation (rotation/x time in secs.)
[/QUOTE]<span id='postcolor'>
Correct me if I'm wrong.
"The quickest way to end a war is to lose it."
*** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***-George Orwell