OFPEC Forum
Addons & Mods Depot => Arma2 - Configs & Scripting => Topic started by: DeanosBeano on 31 Dec 2009, 15:13:52
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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
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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.
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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.
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I didn't think InitPhase went in the CfgModels?
My hide anim looked like this:
config.cpp
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?
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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