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arma:modeling:static_object_animation

Static Object Animations

Static object animations

Here is guide to show you how to animate static objects which are placed on the WRP terrains or are available in mission editor as objects.

Usually these objects are buildings which has doors that players can open and close.

model.cfg

cfgSkeletons

	class Default;
 
	class VTE_house: Default
	{
		skeletonInherit = "Default";
		skeletonBones[] =
		{
			"VTE_cpdoor1", ""
		};
	};

cfgModels

	class VTE_cmdpost: Default
	{
		skeletonName = "VTE_house";
 
		class animations
		{
			class vte_cmdpostdoor1: Rotation
			{
				selection = "vte_cpdoor1";
				axis = "vte_cpdoor1_axis";
				angle1 = 1.8;
			};
		};
	};

config.cpp

		animated = true;
 
		class AnimationSources
		{
			class Opencmdpostdoor1
			{
				animPeriod = 1;
			};
 
			class Closecmdpostdoor1: Opencmdpostdoor1{};
		};
 
		class UserActions
		{
			class Opencmdpostdoor1
			{
				displayName = "open door";
				position = "vte_cpdoor1_pos";
				radius = 2.5;
				OnlyForPlayer = true;
				condition = "this animationPhase ""vte_cmdpostdoor1"" < 0.5";
				statement = "this animate [""vte_cmdpostdoor1"", 1];";
			};
 
			class Closecmdpostdoor1: Opencmdpostdoor1
			{
				displayName = "close door";
				condition = "this animationPhase ""vte_cmdpostdoor1"" >= 0.5";
				statement = "this animate [""vte_cmdpostdoor1"", 0];";
			};
		};
arma/modeling/static_object_animation.txt · Last modified: 2011-06-30 15:27 (external edit)