OFPEC Forum

Addons & Mods Depot => Arma2 - Configs & Scripting => Topic started by: DeanosBeano on 31 Dec 2009, 15:13:52

Title: Hide source
Post by: DeanosBeano on 31 Dec 2009, 15:13:52

 I am having trouble with a hidden section in one of my buildings,
 I seem to recall in ofp we could start an animation either  0 or 1  , but i can for the life of me remember if it used a User source workaround  or it was possible in Bis code.

 basicly i want a piece hidden and then to unhide it.


  minValue = 0;
  maxValue = 1;
  Minphase =0;
  Maxphase = 1;

  i know with roatations we can do  Angle0 Angle1  but i thought there was a similar command with the min max of translations .

 i could always do user  initphase 1 in the cpp but i want to avoid user scripting bollox if i can.

 anyway cheers for any ideas

DB


Title: Re: Hide source
Post by: Gnat on 01 Jan 2010, 04:57:54
From memory I couldn't get the "initPhase=1;" to work in the Model.cfg
But then again I didn't try too hard to solve that mystery and simply just use a script in the INIT EH to hide the section before/as the addon appeared.

All I can say is you would expect initPhase to work ....... but there could of course be a bug.
Title: Re: Hide source
Post by: DeanosBeano on 01 Jan 2010, 20:56:48

 Aye its a bummer , i cant believe Bis are allowing all there wall sections to be unhidden and hiding on impact , it just seems so backwards , i know there a bit Heath robinson at times, but i think there using texture and hiding geo lods  there no other way i can find and i have even been in the hex editor.

 I guess i will have to use Eh but the way bloody Hit work i will have to use dammage and the big problem with that is , bullet hits or more over launcher hits have a hit radius and it doeesnt take into account that  if it hits a wall , it should not pass the damage  through 8 meters , even if i create a hitpoint and put passthrough 0 , the bloody hit radius will over ride it and blow everything out lol.

 Looks like a Big job ahead.



 
Title: Re: Hide source
Post by: ModestNovice on 03 Jan 2010, 18:56:52
I didn't think InitPhase went in the CfgModels?

My hide anim looked like this:
config.cpp
Code: [Select]
class CfgModels
{
class Animations
{
class lightbarAnim
{
type = "hide";
source = "quick_anim";
selection = "lightBarSwitch";
};
};
};

class CfgVehicles
{
class AnimationSources
{
class quick_anim
{
source = "user";
animPeriod = 0;
initPhase = 0; //Unhidden at start
};
};
};

So upon splitting into config.cpp and model.cfg, wouldn't only the animation go in the model.cfg, and the animationSource (with initPhase) go in your config.cpp?

Maybe this helps some Deanos?
Title: Re: Hide source
Post by: DeanosBeano on 04 Jan 2010, 19:03:21


It does  but the problem i have is that i want it to be hidden at

animationphase = 0
and unhidden at
animationphase = 1

 this is because i want the full wall for example

 fulwall {

 source "damage"
blah
}

holewall
{
source "fullwall"

blah};

 this way i need the second wall to be opposite of the first .
 anyway i have decided to use the EH workaround for now, if i call it rather than execvm it is a nice quick transition  .

  any  direct engine source ideas always welcome though