OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods Beta Testing => Topic started by: bdfy1 on 03 Apr 2005, 13:37:43
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I'm looking for subj addon... Does it exist ?
The only one I know is http://www.partizanen.h14.ru/files/mortar.rar ( ther's no readme thus I don't know the author :()
I like the model but addon has many defects : there's no animation , it's configured as tank ( you can't kill the gunner :)) etc.
Can anyone upgrade this mortar ( I mean animations first of all ) or something ?
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FDF-mod: http://koti.mbnet.fi/fdfmod/
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Aha , great ... just several hundred Mb...
I'm looking for separate addon... May be someone can pull it out of FDF ?
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Mortars. Not sure which one you're looking for, but fish around ;)
http://ofp.gamezone.cz/index.php?showthis=2061
http://ofp.gamezone.cz/index.php?showthis=2095
http://ofp.gamezone.cz/index.php?showthis=3660
http://ofp.gamezone.cz/index.php?showthis=5283
http://ofp.gamezone.cz/index.php?showthis=8028
Enjoy ;)
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I tried them all except
http://ofp.gamezone.cz/index.php?showthis=5283 (Chain Of Command Unified Artillery 1.0)
(it's a rather big pack :()
still no animations:(
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OK , I checked everything... Coc, Sebnam etc :(
I'm interested if it's possible at all - to animate gunner work ?
I mean addEventHandler "fired" ( in config or in init field ) and then force gunner to playmove "CombatReloadMortarStart"... But gunner doesn't play anim when he assigned as gunner :(
Any ideas ?
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But gunner doesn't play anim when he assigned as gunner
Any ideas
You can use the SwitchAnim command, I just tested it with GFX's mortar. I guess "CombatReloadMortarStart" is linked to other anims, so you get the same effect as if you used PlayMove.
I to would like to see more animated crews, but really you need some dedicated animation for not only the gunner, but the loader and the guy that holds\adjusts the support arm. The reload animation and the mortar barrel dont really match positions.
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Wow! It's working! And looks nice even with non-specific animation.
But how can I add EH to addon config ? I add this at the end
class EventHandlers
{
fired= "_this exec ""\mortar\scripts\fired.sqs""";
};
No errors, but it doesb't seem to be worky :( I can't even launch hint from this script as example
Through init line I used
_gunner = gunner this
_gunner switchmove "CombatReloadMortarStart"
exit
I guess it's possible to modify anim slightly in order "reload animation and the mortar barrel dont really match positions"
How do configure this new anim in addon( addon of mortar not anim pack ) ?
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I'm not an expert with EHs, but try this:
The config:
class EventHandlers
{
fired= "[_this select 0] exec ""\mortar\scripts\fired.sqs"" ";
};
Then the script:
_gun = _this select 0
_gunner = gunner _gun
?!alive _gunner: exit
_gunner switchmove "CombatReloadMortarStart"
exit
I hope that fixes the problem.
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You don't understand... The script doesn't execute from config :(
I tried simply write
hint "fired" in fired.sqs - I saw no hint when firing:(
full config in the attachment
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Maybe the fired eventhandler doesn't work from the config, try using an Init eventhandler which calls a script. Put a fired eventhandler in the script which calls the reload animation.
ex:
class EventHandlers
{
init= "[_this select 0] exec ""\mortar\scripts\EH.sqs"" ";
};
EH.sqs:
_gun = _this select 0
_gun addeventhandler ["fired",{_this exec "fired.sqs"}]
exit
Syntax not guarenteed.
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I found out what was wrong. My config.cpp was a mess . Class EventHandlers should be under ConfigVehicles. Once I fix it everything works fine... I'm still interested in custom animation ( can anyone do some ?) and I don't know how to register anims in addon :(