Home   Help Search Login Register  

Author Topic: RTM (!) Animations  (Read 1413 times)

0 Members and 1 Guest are viewing this topic.

Offline Peter_Bullet

  • Members
  • *
  • "The evil that men do lives on and on"
RTM (!) Animations
« on: 11 Oct 2004, 20:31:06 »
So, I have the ofp animation tool, and I know how it works, but does anyone know how to make config for custom animation files (.rtm) or a tutorial about it?

I don't mean those simple "Rotation" animations, but the rtm files ;)

Lean Bear

  • Guest
Re:RTM (!) Animations
« Reply #1 on: 21 Oct 2004, 18:21:45 »
Yeah, General Barron was writing one, but its a lot harder than doing it by example.

I can help you out though having been taught by General Barron ;)

Here's a breif tut:-

The first thing you'll need to do is get BIS's Configs from either their website or from the Editor's Depot right here at OFPEC.

Then, the Config that you're looking for is called CfgMoves.

Open it up and scroll down until you see "class Defaults". That's where all the lines that relate to the anims lie.

So, depending on what your anim is, you'll want to find the BIS anim that's closest to your custom anim. (ie. if your anim is a static anim where the unit isn't holding a gun, you'll be looking at StandBase or one of the variations)

Copy all the lines from it and adapt them as required. Don't forget about all the inheritance etc.

Here's a little eg:-

Code: [Select]
class CfgPatches //I'm pressuming this is an addon
{
   class YourClassName
   {
      Units[] = {};
      Vehicles[] = {};
      Weapons[] = {};
      requiredVersion = 1.30; //depends on what you made it in/ requires
   };

   class NewMove
   {
      units[] = {};
      weapons[] = {};
      requiredVersion = 1.30; //as above
   };
};

class CfgMovesMC
{
      class Default {};
      class StandBase: Default {};
      class States
      {
         class YourAnimClass
         {
         actions = StandActions;
         file=\YourFileName\YourAnimName.rtm;
         speed = SPEED_STATIC;
         looped=true;
         duty=RestDuty;
         relSpeedMin=0.7;
         relSpeedMax=1.0;
         interpolationSpeed=1;
         connectFrom[] = {Stand,1};
         connectTo[] = {Stand,1};
         interpolateTo[]=      {StandDying,0.1,StandDyingVer2,0.1};
         };
      };
};

A basic config. And, as usual, anything really compilcated needs to be .bin-ed

Hope this helps. ;)
      
« Last Edit: 21 Oct 2004, 18:24:03 by Lean Bear »

Offline Peter_Bullet

  • Members
  • *
  • "The evil that men do lives on and on"
Re:RTM (!) Animations
« Reply #2 on: 21 Oct 2004, 19:16:12 »
Thanks you :)! It seems rather complicated, but I think I can understand it after studying it for a while! But why does it have to be binned? So that others can't use it for example?  :o

Lean Bear

  • Guest
Re:RTM (!) Animations
« Reply #3 on: 21 Oct 2004, 21:19:23 »
Once you get used to it, its not that hard. It helps if you've had previous experience with config writing.

Putting the config in binary format just makes it easier for OFP to read if it is a huge config (like BIS's ones).

Or you can use it to protect your config. But you can use really basic programs to read .bin files, so its not really a great protection method.
« Last Edit: 21 Oct 2004, 21:25:30 by Lean Bear »

Offline Peter_Bullet

  • Members
  • *
  • "The evil that men do lives on and on"
Re:RTM (!) Animations
« Reply #4 on: 22 Oct 2004, 15:25:07 »
I know that, I have a GOOD expirience of config writing and I know a number of programs wich can decrypt them :)

Lean Bear

  • Guest
Re:RTM (!) Animations
« Reply #5 on: 30 Oct 2004, 00:23:34 »
Then you shouldn't have any problems. I'm glad I could help ;)