when u revolve it means u rotate![]()
when u revolve it means u rotate![]()
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Frugo_PL @ Nov. 04 2002,21:36)</td></tr><tr><td id="QUOTE">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.[/QUOTE]<span id='postcolor'>
Sharp to notice! ***![]()
My question was: "(...) to do that at about 1,2 revolutions per second?"
And that's not possible with the "revolve" animation. The revolve animation rotates once per magazine emptied, to be used for a revolver. (duh...)
Oh, and the "REVOLVINGSPEED" does nothing. I just made that one up myself, tried to see if it had any effect, with different values. (unsurprisingly none whatsoever)
I also tried to find something in the CPP for the Vulcan, but again... nothing useful.
Fiery the angels fell, deep thunder rolled around their shores. Burning with the fires of Orc.
Ok this is the config from GFX's Minigun - has very fast revolving animation - does aything in this helps or it it much the same as vulcan?
// type scope
#define private 0
#define protected 1
#define public 2
#define WeaponNoSlot 0// dummy weapons
#define WeaponSlotPrimary 1// primary weapons
#define WeaponSlotSecondary 16// secondary weapons
#define WeaponSlotItem 256// items
#define WeaponSlotBinocular 4096// binocular
#define WeaponHardMounted 65536
class CfgPatches
{
class hh_minigun_Soldier {units[] = {hh_minigun_Soldier}; weapons[] = {}; requiredVersion = 1.75; };
class hh_minigun {units[] = {hh_minigun}; weapons[] = {}; requiredVersion = 1.75; };
};
class CfgModels
{
class Default{};
class Weapon: Default{};
class minigun: Weapon{};
};
class CfgAmmo
{
class Default {};
class BulletSingle : Default {};
class hh_minigunAmmo: BulletSingle {
hit=20;indirectHit=0.1;indirectHitRange=0.1;
minRange=20;minRangeProbab=0.80;
midRange=500;midRangeProbab=0.95;
maxRange=3000;maxRangeProbab=0.05;
cost=30;
};
};
class CfgWeapons
{
class Default{};
class MGun: Default{};
class MachineGun7_6: MGun{};
class MachineGun7_6Manual: MachineGun7_6{};
class PK: MachineGun7_6Manual{};
class hh_minigun: PK
{
count=100;
model="\minigun\minigun";
modelOptics="optika_PK";
displayName="M134";
displayNameMagazine="M134 Magazine";
shortNameMagazine="M134";
drySound[]={"weapons\m16dry",0.000316,1};
ammo=hh_minigunAmmo;
initSpeed=600;
reloadTime=0.0500000;
magazineReloadTime=0.0500000;
autoReload=1;
dispersion=0.0015;
sound[]={"\minigun\minigun.wav",db0,1};
soundContinuous=0;
maxLeadSpeed=865;
picture="\minigun\w_minigun.paa";
revolving="barrels";
revolvingAxis="barrels_axis";
};
};
class CfgNonAIVehicles
{
class ProxyWeapon {};
class Proxyhh_minigun: ProxyWeapon {};
};
//Vehicle Settings
class CfgVehicles
{
class All{};
class AllVehicles:All{};
class Land:AllVehicles{};
class Man:Land{};
class Soldier:Man{};
class SoldierGB:Soldier{}
class hh_minigunSoldier: SoldierGB
{
//access=1;
displayName="Soldier (M134)";
weapons[]={"hh_minigun"};
magazines[]={"hh_minigun","hh_minigun","hh_minigun","hh_minig un&quo
t;,"hh_minigun"};
};
};
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">has very fast revolving animation[/QUOTE]<span id='postcolor'>
Is that the minigun from the bunker pack 5? If it is, then you have a weird definition of "fast". It revolves once per 100 shots! It's VERY slow! At least it revolves.
"The quickest way to end a war is to lose it."
*** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***-George Orwell
</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'>
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">
Hmm animations can't be triggered in-flight anyway so y really bother?[/QUOTE]<span id='postcolor'>
True, but the reason the radius includes the pilot and copilot is to be able to close the doors once you board the helo. one way of getting the doors to open during flight would be to script them and use the Fire command to trigger a script inside the pbo.
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. 05 2002,08:11)</td></tr><tr><td id="QUOTE">True, but the reason the radius includes the pilot and copilot is to be able to close the doors once you board the helo. one way of getting the doors to open during flight would be to script them and use the Fire command to trigger a script inside the pbo.[/QUOTE]<span id='postcolor'>
Hey, that would be a neat idea. Change the gunner or commander into a loadmaster that can operate the doors.
All you need then, is a script that will disable the getin and getout when the doors are closed.
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">All you need then, is a script that will disable the getin and getout when the doors are closed.[/QUOTE]<span id='postcolor'>
Now this is thinkingWhy not script the getin getout commands to open and close the doors BEFORE the animation to getin/out takes place. Don't know if it could be done, but it is worth experimenting with.