Here's a little tidbit for ya Tomby, since yer boy wants to see that there crane turn around some.... ;D
here's what you'll need to do in O2
select everything that will be turning (In other words the entire top of the crane) and name this selection as:
arm
in your resolution LOD
now.. go to the memory LOD
and add two points representing the axis that the "arm" will turn on ....
for the crane you'll want to create one point at the bottom of
crane and then copy/paste it and move along the Y axis only , so It will be nice and straight ...
now that selection should be named as :
osa_arm
in yer memory LOD...
OK.. almost finished.....
yeah.. it's that easy
now.. onto the config.cpp part
you'll need to add this bit to your config
-----------------------------------------------------------------------
Scope=2;
accuracy=1000;
displayName="Cartel Gunboat";
animated=1;
class Animations
{
class arm
{
type="rotation";
animPeriod=3;
selection="arm";
axis="osa_arm";
angle0=0;
angle1=-1.6;
};
};
class UserActions
{
class OpenArm1
{
displayName="Open Door";
position="osa_arm";
radius=2.5;
condition="this animationPhase ""arm"" < 0.75";
statement="this animate [""arm"", 1]";
};
class CloseArm1
{
displayName="Close Door";
position="osa_arm";
radius=2.5;
condition="this animationPhase ""arm"" >= 0.75";
statement="this animate [""arm"", 0]";
};
};
---------------------------------------------------------------------------------
O.K.
I added in the first bit to show that you'll need to add the
animated=1 ;
to your config as well as the Class Animations and Class User Actions data below it....
Now... I these are the values that we worked out to simulate a door swinging open about 90 degrees or so , but the values can of course be altered to suit the crane...
AnimPeriod: I believe this is how fast the animation is carried out, but I could be wrong.....
I haven't needed to alter any of the values yet for any of my projects, cause they've all pretty much used this animation data here, but I'm sure you could figure out how to make it rotate a little farther than 90 degrees
the one thing I do know is that editing this data:
radius=xx;
is the radius at which the action will appear on the action menu for the player....
good luck, and if you need any help with it.. send me an IM...
:cheers:
Kaliyuga