You define the anim. & make a "User Action" in the cpp file which is basically
those yellow action options that pop up ingame :
weapon on back
Get in
Engine on
etc.
Here are the exact details (from some ole configuration)
[you can copy/paste; just change SelectionNames & soundFile paths etc.]
class Animations
{
class MyAnimation
{
type="rotation";
animPeriod=2;
selection="MySelection";
axis="osa_MySelection";
angle0=0;
angle1=-1.0;
};
};That was "Class Animations" - and then we have the
userActions Class:
class UserActions
{
class OpenHood1BB
{
displayName="Open Ramp";
position="osa_MySelection";
radius=2.5;
condition="this animationPhase ""MySelection"" < 0.5";
statement="this animate [""MySelection"", 1]; this say ""MySound"" ";
};
};Then ya just need 2 define the soundfile aswell
;D ;D
class CfgSounds
{
class MySound
{
sound[]={"\MyAddon\ActualsoundFile.ogg",db+20,1};
name = "This is the DisplayName in Triggers";
titles[] = {};
};
};
PS. you can use the following sound file formats:
*oggVorbis" (.ogg), WAVE (.wav), and OFP's own ".wss" format.
later