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arma3:config:muzzle-flash-animation

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arma3:config:muzzle-flash-animation [2024/08/02 15:03] (current) – links added. snakeman
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 +====== ArmA 3 Muzzle Flash Animation ======
 +
 +[[https://www.pmctactical.org/forum/viewforum.php?f=68|ArmA 3 Forum]], [[:arma3|ArmA 3]], [[arma3:config|ArmA 3 Config]], [[arma3:missions|ArmA 3 Missions]], [[arma3:modeling|ArmA 3 3D Modeling]], [[arma3:scripting|ArmA 3 Scripting]], [[arma3:terrain|ArmA 3 Terrain]], [[arma3:texturing|ArmA 3 Texturing]], [[arma3:tools|ArmA 3 Tools]]
 +
 +Both are named zasleh for the selectionFireAnim in the turret's config and the model.cfg has zasleh defined as a section. Then one proxy is named muzzleflash1, and the other muzzleflash2 those two are defined as bones in class CfgSkeletons:
 +<code cpp>
 +class CfgSkeletons
 +{
 + class Default
 + {
 + isDiscrete = 1;
 + skeletonInherit = "";
 + skeletonBones[] = {};
 + };
 + class myWeapon: Default
 + {
 + skeletonInherit="Default";
 + skeletonBones[]=
 + {
 + "muzzleFlash1","",
 + "muzzleFlash2",""
 + };
 + };
 +};
 +</code>
 +Then both have an animation defined to rotate them at random:
 +<code cpp>
 + class zaslehROT
 + {
 + type="rotationZ";
 + source="muzzleHMG_ROT";
 + sourceAddress="loop";
 + selection="muzzleFlash1";
 + axis="";
 + centerFirstVertex=1;
 + minValue=0;
 + maxValue=4;
 + angle0="rad 0";
 + angle1="rad 360";
 + };
 + class zaslehROT2: zaslehROT
 + {
 + selection="muzzleFlash2";
 + };
 +</code>
 +The vehicle has a custom muzzle source based on the reload animation source. I suppose you could do the same on a weapon with source = reload; using hidevalue and unhidevalue. It works on vehicles with hidevalue = 1; but I think the reload source on vehicles runs backwards compared to what it does on weapons.