User Tools

Site Tools


arma3:config:muzzle-flash-animation

ArmA 3 Muzzle Flash Animation

ArmA 3 Forum, ArmA 3, ArmA 3 Config, ArmA 3 Missions, ArmA 3 3D Modeling, ArmA 3 Scripting, ArmA 3 Terrain, ArmA 3 Texturing, 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:

class CfgSkeletons
{
	class Default
	{
		isDiscrete = 1;
		skeletonInherit = "";
		skeletonBones[] = {};
	};
	class myWeapon: Default
	{
		skeletonInherit="Default";
		skeletonBones[]=
		{
			"muzzleFlash1","",
			"muzzleFlash2",""
		};
	};
};

Then both have an animation defined to rotate them at random:

	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";
	};

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.

arma3/config/muzzle-flash-animation.txt · Last modified: 2024/08/02 15:03 by snakeman

Except where otherwise noted, content on this wiki is licensed under the following license: CC Attribution-Share Alike 4.0 International
CC Attribution-Share Alike 4.0 International Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki

All PMC web site download services are temporarily suspended until web site yearly fees have been recovered, want to download addons/mods? Then Support PMC.

If you are grateful for all the work PMC has done in the past 25 years, use Support PMC page.