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. | ||