Hey guys,
I've been converting some of my old Opflash addons to work in ArmA but I've noticed they've changed the Class Animation to AnimationSources? To start with, my model wouldn't load at all, then I get a few config errors (adding onlyForPlayer = 1 fixed the last problem) Now it's error free but the doors on the model just don't animate. The user action appears and seems to cycle between Open and Close, but the doors don't move.
I asume Animation is defined elsewhere since the in-game buildings show very little in their AnimationSources Class. Below is my config (which worked in Opflash) the Class AnimationSources is lifted staight from old Class Animation to stop the game from complaining.
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animated=1;
class AnimationSources
{
class CabDoorL
{
type="rotation";
animPeriod=1;
selection="CabDoorL";
axis="CabDoorL_Pivot";
angle0=0;
angle1=-1.9;
};
class CabDoorR
{
type="rotation";
animPeriod=1;
selection="CabDoorR";
axis="CabDoorR_Pivot";
angle0=0;
angle1=1.9;
};
};
class UserActions
{
class ODoor
{
displayName="Open Cabinet";
position="CabDoorSensor";
radius=1;
onlyForPlayer = 1;
condition="this animationPhase ""CabDoorL"" < 0.5 and this animationPhase ""CabDoorR"" < 0.5";
statement="this animate [""CabDoorL"", 1]; this animate [""CabDoorR"",1];";
};
class CDoor
{
displayName="Close Cabinet";
position="CabDoorSensor";
radius=1;
onlyForPlayer = 1;
condition="this animationPhase ""CabDoorL"" > 0.5 and this animationPhase ""CabDoorR"" > 0.5";
statement="this animate [""CabDoorL"", 0]; this animate [""CabDoorR"",0];";
};
};
Has anyone figured out the Class AnimationSources and where to define selection, axis, type, animPeriod and all the other settings?