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Author Topic: Animated Weapon Parts  (Read 8028 times)

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Offline remcen

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Re:Animated Weapon Parts
« Reply #15 on: 22 Oct 2004, 00:26:41 »
@lean bear ??? ??? ???
hidden selection don't work on handguns. that's a fact. you can only make the slide part of the zasleh selection which makes it appear whenever the gun is fired.  
if you wanted to use a script that checks if the gun is fired, the weapon class in the config would have to support eventhandlers which is not the case OR you have to know the name of a weapon and as DBR_ONIX said that's not the case either.
why coding a static weapon as another class?? it wouldn't work either because a 'naked man'  cannot shoot.
..but perhaps i got it all wrong.... animations for static or vehicle-based weapons are doable though. that's not the problem here.

btw the bunker pack minigun is a handgun, not a static one. but as fas as i remember it wasnt' animated.

@oyman: what you said about rotation speed seems to be true for static miniguns as on the vulcan. there it has a 'class ReloadAnimation' section in the config in which the barrel selection ("gatling"), the animation type ('rotation'), different angels and some other things are defined. BUT there's no such section in the config of the 6G30 heavy grenadelauncher, so i assume the animation speed of the 'buben' selection is not editable.  :-\
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blizzard

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Re:Animated Weapon Parts
« Reply #16 on: 15 Jan 2005, 19:11:27 »
Well it depends on what you want animated.Because to my knowledge you can animate just about anything on the weapon (for a second.If you want a long term animation then I can't help you).
-If you want something to show up at the same time that you "shoot". Create the model of what you want to happen or show in 3D (of course).And name that model "zasleh" (in objektiv program) (which means flash).It's ok if you group a bunch of things and name the selection "zasleh".
-Everything that is grouped together will show when ever a shot is fired.
-I don't know if that's what you wanted.

Lean Bear

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Re:Animated Weapon Parts
« Reply #17 on: 21 Jan 2005, 18:34:09 »
I've got it!!! ;D ;D ;) 8)

I can animate anything you want (within lmit, of course).

Unfortunately, my technique is still undercover, so I can't reveal anything just yet.

But, I'll post some pics and stuff if you want.

I can also help you with whatever the problem was in the first place. ;D

blizzard

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Re:Animated Weapon Parts
« Reply #18 on: 22 Jan 2005, 16:16:29 »
-Well I can't wait to see your undercover method. :)

Homefry31464

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Re:Animated Weapon Parts
« Reply #19 on: 23 Jan 2005, 04:57:54 »
I'm curious to mate..... we need pictures...  :) :)

Offline XCess

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Re:Animated Weapon Parts
« Reply #20 on: 23 Jan 2005, 09:54:07 »
An animated folding stock would also be quite nice.

Lean Bear

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Re:Animated Weapon Parts
« Reply #21 on: 28 Mar 2005, 22:16:13 »
This topic has been dead for a little while now, but Homefry contacted me the other day and wanted to know if it actually worked.

It really does!! :D

Of course, my method has greatly improved since I last posted here. I'm using a modified version of the BIS Beretta (as its pretty damn realistic to start with). I then streched and edited the model slightly, so when parts are animated, you can see whats underneath.

I then did the actual animation which was pretty easy to do. The end result is a beretta which, when fired, will have the working parts slid back to reveal the barrel itself. The trigger is also animated (and I'm also working on a special unit to go with this which will have lots of nice features ;)) and most of all: you see this all move!!! ;D

The only problem is getting it into OFP :P If remcen is right and EHs don't work for weapons, then I dunno what to do. The only scripting that needs to be done is to have a switchMove played when this gun is equipped and fired. (Obviously, the parts return to their original position afterwords).

I think Homefry was working on ways to make it work ingame. So, I'm sure he'll have some info soon :)

Homefry31464

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Re:Animated Weapon Parts
« Reply #22 on: 29 Mar 2005, 07:41:46 »
I still have to write a weapon config for it... and an animation config... but if anyone knows if this has been tried before it would be great to hear about it.

Offline remcen

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Re:Animated Weapon Parts
« Reply #23 on: 29 Mar 2005, 23:05:12 »
i tried something like that ages ago with an animated folding stock of an iraqi AKMS. it didn't work at all - neither hiddenselections nor animations, let alone EHs. ofp simply ignores them.
but cos i really want to see this ingame i hope i'm wrong

btw. did someone try to make rotating revolver drums by using a config & mem lod of a heavy grenade launcher? that should work in any case somehow
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WAKA-WAKA

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Re:Animated Weapon Parts
« Reply #24 on: 05 May 2005, 05:03:51 »
HEY,
I Dono if anyone reads this anymore but just in case i need some help. i dont quite understand modelspecial trick but have gotten it to work just by copying how it is in other configs. but i am making an m79 grenadelauncher and i want it to hsve the chamber fall open after the grenade is shot. but for some reason the "chamber open" model is what the soldier is always holding! i dont know how to fix . any help?thanks

Offline oyman

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Re:Animated Weapon Parts
« Reply #25 on: 05 May 2005, 19:44:49 »
try switching them around
the modelspecial code and regular model code

WAKA-WAKA

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Re:Animated Weapon Parts
« Reply #26 on: 06 May 2005, 05:46:00 »
it doesnt matter if i witch because i know it doesnt work. even if thery are switched, shouldn't the m79 barrel go from open to close after the grenade is shot"? it doesnt. its always open whether the gun is loaded or not so i know the modelspecial trick isnt implemented.

does anyone know why? i've gotten it tow ork with hanguns. does it jsutu not work with grenaade launchers?

Offline remcen

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Re:Animated Weapon Parts
« Reply #27 on: 06 May 2005, 12:13:15 »
the modelspecial model is the loaded model afaik and it switches back to the normal model, when the magazine is empty, NOT when a round is fired. this works only if the magazine consists of one round only like the rifle mortar.
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WAKA-WAKA

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Re:Animated Weapon Parts
« Reply #28 on: 06 May 2005, 23:42:44 »
yea i know it switches back when the mag is empty, not when a round is fired. but with an m79, when a round is fired the "mag" (chamber), IS empty. so shouldnt it switch ? i know its not just for mortars because ive seen it done on rifles, just not Grenade launchers.

by the way what is afaik?>

Offline remcen

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Re:Animated Weapon Parts
« Reply #29 on: 07 May 2005, 12:12:59 »
AFAIK = As Far As I Know ;)

ok, so maybe your problem is config related, post it here and we'll see what we can do :)
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