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Weapon Animations Framework
jonpas edited this page Nov 10, 2018
·
5 revisions
requires CBA_A3 v3.6.0 or later
CBA includes a framework to animate bolt operated weapons and pump-action shotguns.
class CfgWeapons {
class My_Weapon_Base;
class My_Weapon: My_Weapon_Base {
class EventHandlers {
fired = "_this call CBA_fnc_weaponEvents"; // this weapon eventhandler is required!
};
class CBA_weaponEvents {
handAction = "My_Bolt_Action_Animation"; // A hand animation played after every shot. Defined in CfgGesturesMale and CfgMovesBasic.
sound = "My_Bolt_Action_Sound"; // A sound played along the animation. Defined in CfgSounds.
soundLocation = "LeftHandMiddle1"; // Where the sound is played. Selection on the soldier, not the weapon! Alternative: RightHandMiddle1
delay = 0.1; // Delay for sound and hand animation to start after the weapon has been shot, in seconds (default: 0).
onEmpty = 0; // 1: Play sound and animation defined above on the last round, 0: don't (default: 1); The sound below is played anyway!
hasOptic = 1; // Set to 1 to do optic check with inbuilt optic (no attachment) (default: 0).
soundEmpty = ""; // Sound played after the last round of the magazine was shot.
soundLocationEmpty = ""; // Where the sound for the last round is played. Same as soundLocation.
};
};
};
The Animation used as handAction
has to be configured exactly like a reloadAction
from the base game. Therefore, this guide can be followed for the most part.
The sound
has to be configured in a similar way. This template for missions can be followed. It works the same for addons.
soundLocation
must be a selection from the soldier. It can not be a selection in the weapon. The most suitable selections are RightHandMiddle1
and LeftHandMiddle1
.
If the animation and sound should not be played for the last round of the magazine, onEmpty
has to be set to 0.
//requiredAddons A3_Anims_F_Config_Sdr
class CfgMovesBasic {
class ManActions {
CBA_GestureFireLRR = "CBA_GestureFireLRR";
};
class Actions {
class NoActions: ManActions {
CBA_GestureFireLRR[] = {"CBA_GestureFireLRR", "Gesture"};
};
};
};
class CfgGesturesMale {
class States {
class GestureReloadBase;
class CBA_GestureFireLRR: GestureReloadBase {
file = "a3\anims_f\data\anim\sdr\gst\gesturefirelrr.rtm";
speed = -2.33;
rightHandIKCurve[] = {0, 1, 0.08, 0, 0.92, 0, 1, 1};
};
};
};
class CfgWeapons {
class Rifle_Long_Base_F;
class LRR_base_F: Rifle_Long_Base_F {
class EventHandlers {
fired = "_this call CBA_fnc_weaponEvents";
};
class CBA_weaponEvents {
handAction = "CBA_GestureFireLRR";
sound = "";
soundLocation = "RightHandMiddle1";
onEmpty = 0;
};
};
};