OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: zip on 25 Jan 2005, 22:33:36
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Hi !!!
I have made a Animation, and I really want it bad to show up ingame, I have made a config there goes as this :
// some basic defines
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7
#define true 1
#define false 0
// type scope
#define private 0
#define protected 1
#define public 2
class CfgPatches
{
class I44_Stand
{
units[] = {};
weapons[] = {};
requiredVersion = 1.10;
};
};
// some animation-related defines
#define SPEED_STATIC 1e10
#define RunDuty -0.5
#define WalkDuty -0.7
#define RestDuty -1
#define CrawlDuty -0.0
#define SprintDuty 0.6
class CfgMovesMC
{
class Default {};
class DefaultDie: Default {};
class StandBase: Default {};
class States
{
class I44_Stand: StandBase
{
actions = StandTalkActions;
file=\I44_Anim\Stand.rtm;
speed = -12.0;
looped=true;
soundEnabled=false;
duty = RestDuty;
interpolationSpeed=2;
connectFrom[]={Stand, 1, StandVar2, 1, StandVar3, 1};
connectTo[]={Stand, 1, StandVar2, 1, StandVar3, 1};
interpolateTo[]={StandDying,0.1,StandDyingVer2,0.1};
};
};
};
and then I have made it into a pbo ( of course I indcluded the anim file itself hehe )
perhaps it work, but I just cant use it ingame ... any idea why ?
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More info is needed here. First off, what do you mean, you can't use it ingame? What does the command
unit switchmove "I44_Stand"
do? Does it kinda show the animation, just not how you want, or does nothing happen at all?
Also, what is the animation supposed to look/act like? Need to know more of what you are trying to do in order to help you here...
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I managed to get it ingame, but the anim fucked the soldiers anims up :S
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This may not fix your problem, but it should help anyway:
StandBase isn't the best thing to inherit from. Try using something different like (at least. if not more complex depending on your anim):
class States
{
class Stand: StandBase {};
class StandVer1: Stand {};
class I44_Stand: StandVer1
{
~~~~~~
};
This way, you'll need to change as few properties as possible, meaning less mistakes :P
On another note, you might try putting all the anim config stuff (ie. not the CfgPatches etc.) under:
class CfgMoves
{
~~~~~~~
~~~~~~~
};
I dunno if this is necessary, but you might try adding another part to the CfgPatches:
class CfgPatches
{
class I44_Stand
{
units[] = {};
weapons[] = {};
requiredVersion = 1.10;
};
class NewMove
{
units[] = {};
weapons[] = {};
requiredVersion = 1.10;
};
};
Just a few thoughts.
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I figured it out to be a bug in the p3d file :) thanks anyway