OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: sanam on 08 Feb 2004, 02:05:21
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OFPAnim is a breeze. A Pleasure.
BUT...
Put it in-game is , almost but not quite, NOT a breeze.
There is a lot of info out there on the right way to have a unit "animating" trough the new .rtm file, that's a fact; the point is I need my anim to be action-menu based.
-Hence I need some scripting lines to get the action appearing on the menu,
-As it's a vehicle, it must only be when somebody's in "mycar"
-Then the right lines of code to get the action playing like it was an "usual" actionorplaymove event.
It's a special effect on the "mycar" model. The .rtm file is good & smooth... He may need some definitions either in the .CPP or in the .sqs files...
I've tryed in the CPP to put lines lines compareable to the ones used to fire a cpp-based script, only putten the "MyRtm.rtm" instead of "Myscript.sqs", and nope, that's not the way.
And yes, I now how to fire a script from .CPP files; I do have others.
I guess my query IS rather precise, and I hope somebody can come up with something. Precise.
OR with a sample of another guy that would have done it ?
Peacepunk out && waitin'...
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Hmm.... I don't understand your question. Do you have your animation config'ed properly and in a .pbo file? If so, all you need to do is type
unit playmove "animation name"
Not sure if this works the same with vehicles though, but that's how it works with men. To get it in a script would work the same as getting a default OFP animation in a script.
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DSchulle, author of OFPAnim, told me on AEF-Kampagne.de forum that vehicles "car" cannot be annimated like vehicles "man"
It's a pain in the you see what i mean, but...
Allright, let's forget it
Tanx Barron