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arma3:config:muzzle-flash-animation

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arma3:config:muzzle-flash-animation [2016-08-29 09:30] (current)
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 +====== ArmA 3 Muzzle Flash Animation ======
  
 +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.
arma3/config/muzzle-flash-animation.txt ยท Last modified: 2016-08-29 09:30 (external edit)