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Custom animation entries in model.cfg for weapons do not work properly
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Description

It seems currently that model animations for weapons in model.cfg refuse to get used and some sort of preset gets applied instead. Discovered by creating animation entry as follows for one of my rifles:

class M1A
{
    skeletonName="M1A";
    sections[]=
    {
        "bolt",
        "magazine",
        "trigger"
    };
    class Animations
    {

        class bolt_empty
        {
            type="translation";
            source="isempty";
            selection="bolt";
            axis="bolt_axis";
            minValue = 0.0;
            maxValue = 0.0;
            offset0 = 0.0;
            offset1 = 0.0;
        };
        class bolt_fire_begin
        {
            type="translation";
            source="reload";
            selection="bolt";
            axis="bolt_axis";
            minValue = 0.0;
            maxValue = 0.0;
            offset0 = 0.0;
            offset1 = 0.0;
        };
        class bolt_fire_end
        {
            type="translation";
            source="reload";
            selection="bolt";
            axis="bolt_axis";
            minValue = 0.0;
            maxValue = 0.0;
            offset0 = 0.0;
            offset1 = 0.0;
        };
        class bolt_reload_begin
        {
            type="translation";
            source="reloadmagazine";
            selection="bolt";
            axis="bolt_axis";
            minValue = 0.0;
            maxValue = 0.0;
            offset0 = 0.0;
            offset1 = 0.0;
        };
        class bolt_reload_end
        {
            type="translation";
            source="reloadmagazine";
            selection="bolt";
            axis="bolt_axis";
            minValue = 0.0;
            maxValue = 0.0;
            offset0 = 0.0;
            offset1 = 0.0;

        };
    };
};

In theory, with this configuration, the bolt should be static, nothing should happen. But still the bolt translates back and forward. At first I thought this was because my weapon config inherits off of SVD to use it's player animations, so I instead inherited off of riflebase, and created new IK entry for my scar_base identical to SVD by editing the core game scripts.pbo. Still, even when not inheriting off of SVD, it does not use any of my custom model.cfg animation entries. I verified that my model.cfg animation entries were configured properly by asking a few Arma veterans, plus the animations work however I config them to in buldozer, just not in game.

Details

Severity
None
Resolution
Open
Reproducibility
N/A
Operating System
Windows 10 x64
Category
Modding
Steps To Reproduce

See above.

Event Timeline

Geez changed the task status from New to Assigned.Feb 25 2019, 2:05 PM
Geez changed the task status from Assigned to Reviewed.Feb 25 2019, 3:51 PM
Geez added a subscriber: Geez.

Hello Ficarra1002.
The custom animation entries in model.cfg do not work properly as we do not use them / support them for the weapons with the current animation engine.
Regards,
Geez

Will this change? How are modders supposed to do weapon animation?

Unknown Object (User) added a subscriber: Unknown Object (User).Feb 25 2019, 5:46 PM
rVn closed this task as Resolved.Apr 4 2019, 10:20 AM
rVn claimed this task.
rVn added a subscriber: rVn.

I'm going to resolve this as Geez's answer to the original question is correct.
As for animation modding in general - we are quite aware that it is far from optimal at the moment, but all I can say now is that we are looking into what we can do about it.