arma:modeling:trigger_animation
Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| arma:modeling:trigger_animation [2007/07/10 09:52] – external edit 127.0.0.1 | arma:modeling:trigger_animation [2024/08/01 10:04] (current) – links added. snakeman | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| - | ====== Trigger Animation ====== | + | ====== |
| - | The firing trigger animations don't seem to be working. | + | [[https:// |
| - | 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 |
| - | 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 |
| - | For trigger axis (and all rotation anims): | + | Then in Memory LOD you add single point and its selection name will be " |
| - | 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_ak47: VTE_Weapon | ||
| + | { | ||
| + | class Animations | ||
| + | { | ||
| + | class trigger | ||
| + | { | ||
| + | type = " | ||
| + | source = " | ||
| + | selection = " | ||
| + | axis = " | ||
| + | minValue = 0; | ||
| + | maxValue = 3; | ||
| + | angle0 = 0; | ||
| + | angle1 = -3; | ||
| + | }; | ||
| + | </ | ||
| - | otherwise axes get shifted. | ||
arma/modeling/trigger_animation.1184061153.txt.gz · Last modified: 2008/08/24 07:41 (external edit)
