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:// | ||
| + | |||
| + | Both are named zasleh for the selectionFireAnim in the turret' | ||
| + | <code cpp> | ||
| + | class CfgSkeletons | ||
| + | { | ||
| + | class Default | ||
| + | { | ||
| + | isDiscrete = 1; | ||
| + | skeletonInherit = ""; | ||
| + | skeletonBones[] = {}; | ||
| + | }; | ||
| + | class myWeapon: Default | ||
| + | { | ||
| + | skeletonInherit=" | ||
| + | skeletonBones[]= | ||
| + | { | ||
| + | " | ||
| + | " | ||
| + | }; | ||
| + | }; | ||
| + | }; | ||
| + | </ | ||
| + | Then both have an animation defined to rotate them at random: | ||
| + | <code cpp> | ||
| + | class zaslehROT | ||
| + | { | ||
| + | type=" | ||
| + | source=" | ||
| + | sourceAddress=" | ||
| + | selection=" | ||
| + | axis=""; | ||
| + | centerFirstVertex=1; | ||
| + | minValue=0; | ||
| + | maxValue=4; | ||
| + | angle0=" | ||
| + | angle1=" | ||
| + | }; | ||
| + | class zaslehROT2: zaslehROT | ||
| + | { | ||
| + | selection=" | ||
| + | }; | ||
| + | </ | ||
| + | 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. | ||
