OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: remcen on 14 Mar 2005, 02:01:03
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i have a model and i have a gunner animation, how do i put them together? or in other words: how do i create a proxy in o2 with that new animation and how do i config the whole thing?
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Have a look at the BIS configs and check what the M2 Gunner's CfgMoves section is.
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ok, i did, but it didn't help much. i don't understand it.
in the cfgvehicles.hpp the respective line is "gunnerAction = ManActM2Gunner;" this is refering to "class ProxyM2Gunner: ProxyGunner {};" in the nonAIvehicles section.
but as fas as i understand the whole thing is again refering to static human models like m2gunner_proxy.p3d in the data3d directory. these models oppose the models beginning with 'mc_' (= motion capture. they do actually move. non mc_ models are just placeholders displaying static animations hence nonaivehicles - as far as i understood it)
ok, in the cfgmoves.hpp i found the entry "m2gunner = "m2Gunner";" in the cfgvehicleactions section. as far as i understood it this is something like the cfgmodels section for units addons, isn't it?
further down there's "VEHICLE_MOVES_VAR(M2Gunner);" (refering to the entry in cfgvehicleactions section?) in the cfgmoves section. it's subclass of "States" which has no file="xyz.rtm"; value. so from which class can it inherit one?
so where the heck does the animation come from and how do i get my rtm into o2 as gunner groxy???
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Have you looked at the class cfgMovesMC?
There are definitions like:
class StandVar2: Stand
{
file=bezstanistill.rtm;
speed = -7.8; // negative - time is given
interpolateTo[]={StandDying,0.1,StandDyingVer2,0.1};
};
Planck
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OK, this is gonna be really confusing:
Have a look at this thread:
http://www.ofpec.com/yabbse/index.php?board=13;action=display;threadid=21594 (http://www.ofpec.com/yabbse/index.php?board=13;action=display;threadid=21594)
This was the exact same situation. Trying to make an M2 Gunner (type-thing anyway) have custom animations.
As you rightly said, in the config for the M2 gun, there is a line which reads:
gunnerAction = ManActM2Gunner;
this refers to, in the CfgMoves.hpp
class CfgVehicleActions
{
~~~
m2gunner = "m2Gunner";
~~~
};
The ManAct part just tells OFP to use that set of actions.
With all vehicle animations, you get the template explained in the thread above.
Follwoing that, you should be able to make yours work by replacing the names and speeds etc.
@ Planck
Those are for the non-vehicle anims ;)
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Shucks......so it is.
Planck
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So remcen, did it work or what?
This seems to be an effect that post has :P After its linked to or is posted, no-one ever replies.....
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sorry, i've been busy lately... well it works to a certain extend. we managed to get it ingame, but if the player is gunner, it doesn't work (see attached screenshot)
also the soldier can't be displayed as proxy in o2. guess i have to export the animation to a mc_model.p3d - but i don't know how.