If General B's anim config tut doesn't help (which it should - especially if you're only trying to make a simple fx anim (like one you'd only ever use by using the
switchMove command)) then either tell me your problemos on msn, or:
1. The basic anim config layout:
class CfgPatches
{
class AddonClassName
{
units[] = {};
vehicles[] = {};
weapons[] = {};
requiredVersion = 1.91;
};
class NewMove
{
units[] = {};
vehicles[] = {};
weapons[] = {};
requiredVersion = 1.30;
};
};
You gots to put that at the start of your config.
2. Find an anim (in the Com Ref, under CfgMovesMC) which is remotely like yours in terms of whether it is static or not, whether it is running, walking, crawling, dying etc. (what the anim looks like itself
doesn't really matter unless you want to link to/from it.
3. Now you have to write the custom bit:
class CfgMovesMC
{
class Default {}; // Here you list all the paths of inheritance for the anims that YOU made under
class CombatStrokeGun: Default {}; // the "class States" class :P
class CombatStrokeGunEnd: CombatStrokeGun {};
class States
{
class Your_CombatStrokeGun: CombatStrokeGun
{
actions = CombatActions;
file=\AddonFolderName\animname1.rtm;
speed=-3.6;
looped=false;
disableWeapons=true;
soundEnabled=true;
duty = SprintDuty;
interpolateTo[]={CombatDying,0.1,CombatDyingVer2,0.1,CombatDyingVer3,0.1};
connectFrom[]={Combat,1};
connectTo[]={You_CombatStrokeGunEnd,1};
};
class Your_CombatStrokeGunEnd: CombatStrokeGunEnd
{
actions = CombatActions;
file=\AddonFolderName\animname2.rtm;
......
Don't remember off the top of my head how this goes
......
interpolateTo[]={CombatDying,0.1,CombatDyingVer2,0.1,CombatDyingVer3,0.1};
};
};
};
This is just an example for a custom
StrokeGun anim. Off course, if your anim is even more simple or just a static - then you should have no trouble fifuring out how to do it
btw General B, I thought you had the config thing sussed out? What are you having trouble with?