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arma:modeling:trigger_animation

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arma:modeling:trigger_animation [2007/07/10 09:52] – external edit 127.0.0.1arma:modeling:trigger_animation [2024/08/01 10:04] (current) – links added. snakeman
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-====== Trigger Animation ======+====== ArmA 1 Trigger Animation ======
  
-The firing trigger animations don't seem to be working.+[[https://www.pmctactical.org/forum/viewforum.php?f=42|ArmA 1 Forum]], [[:arma|ArmA 1 Home]], [[arma:config|ArmA 1 Config]], [[arma:tools|ArmA 1 Tools]], [[arma:file_formats|ArmA 1 File Formats]], [[arma:missions|ArmA 1 Missions]], [[arma:modeling|ArmA 1 3D Modeling]], [[arma:terrain|ArmA 1 Terrain]], [[arma:texturing|ArmA 1 Texturing]], [[arma:scripting|ArmA 1 Scripting]]
  
-I managed to get it working for your FAL, but I had to steal a SWM MP5 to donate a trigger. I think the models are missing a trigger_axis point in the memory LOD, but even when I added it the animation screwed up (the trigger fell vertically back into the weapon from a great height with each shot).+**ArmA 1** aka Armed Assault (ArmA)
  
-You either have the axis on the wrong position or you have the rotation angle set to the wrong value.+To create working trigger animation you have to make a selection for all the Resolution LODs for the trigger, called "trigger".
  
-For trigger axis (and all rotation anims): you need to add a namedproperty to your Lod to make all axes work correctly:+Then in Memory LOD you add single point and its selection name will be "trigger_axis".
  
-name**autocenter**\\ +In the model.cfg you need to define the weapon, lets call it VTE_ak47, like this
-value**0**+<code cpp> 
 +class CfgModels 
 +
 + class VTE_ak47VTE_Weapon 
 +
 + class Animations 
 +
 + class trigger 
 +
 + type = "rotationZ"; 
 + source = "reload"; 
 + selection = "trigger"; 
 + axis = "trigger_axis"; 
 + minValue = 0
 + maxValue = 3; 
 + angle0 = 0; 
 + angle1 = -3; 
 + }; 
 +</code>
  
-otherwise axes get shifted. 
arma/modeling/trigger_animation.1184061153.txt.gz · Last modified: 2008/08/24 07:41 (external edit)