What animation can or cannot be played, in what situation, is set up here in Actions. Similarly, if you're prone (whether unarmed, or armed with a pistol or rifle), you cannot salute - first you'd have to stand up. First you would have to holster the pistol and grab your rifle, then lie down, or viceversa. standing upright with a rifle, kneeling with a pistol, parachuting), and define for each of them which animations can be played in and from that given state.įor instance, from the kneeling with a pistol state ( PistolKneelActions), you cannot directly go into crawling forward on your stomach with a rifle (even if you have a rifle). What this thing does, is configure all the possible animation states ( e.g. It's a bit confusing that BI called the animation state handler " Actions", and the actions are called " States", but this is what it is. It is where the character animation state machine is set up. raising/lowering a barrier, opening/closing of an aircraft canopy).ĬfgMoves has two major sections: Actions and States. The animation of human characters that is - not the simple, procedural animation of objects ( e.g. Ⓘ See also: CfgMagazines Config Reference, CfgWeapons Config Reference, CfgAmmo Config Reference, Arma 3: CfgMovesFatigue and CfgVehicles Config ReferenceĬfgMoves is the nerve center of all skeletal character animation. 1.3 Namespace of anim classes and files.
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