Description
Description
Details
Details
- Severity
- Feature
- Resolution
- Open
- Reproducibility
- N/A
- Operating System
- Windows 10 x64
- Category
- General
Event Timeline
Comment Actions
Added in 2.18.
But not sure if we will do the required config changes in base game.
Requires this
To make handAnims work, the following config changes are needed:
cfgVehicles:
class Man: Land { binocularBone = ""; }; class CAManBase : Man { binocularBone = "LeftHand"; };
cfgWeapons: binocular weapons that want this feature should add handAnim[] = {...} (vanilla binoculars don't have it so it won't affect them)
cfgMovesMaleSdr: binocular anim states must use weaponIK = 0x3000, and adjust the IK parameters:
for example:
class CfgMovesMaleSdr: CfgMovesBasic { class States { class AmovPercMstpSlowWrflDnon: StandBase {}; class AmovPercMstpSoptWbinDnon: AmovPercMstpSlowWrflDnon { leftHandIKBeg = 1; leftHandIKEnd = 1; rightHandIKBeg = 1; rightHandIKEnd = 1; rightHandIKCurve[] = {1}; leftHandIKCurve[] = {1}; weaponIK = 0x3000; }; }; };