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arma3:config:muzzle-flash-animation

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arma3:config:muzzle-flash-animation [2016/08/29 09:30] – created muzzle-flash-animation initial page. snakemanarma3:config:muzzle-flash-animation [2024/08/02 15:03] (current) – links added. snakeman
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 ====== ArmA 3 Muzzle Flash Animation ====== ====== ArmA 3 Muzzle Flash Animation ======
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 +[[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: 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:
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 </code> </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. 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.
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arma3/config/muzzle-flash-animation.1472463013.txt.gz · Last modified: 2016/08/29 09:30 (external edit)

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