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[Feature] Handanim support for Binoculars
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Details

Severity
Feature
Resolution
Open
Reproducibility
N/A
Operating System
Windows 10 x64
Category
General

Event Timeline

WillKMJ created this task.Mar 5 2024, 6:02 PM
dedmen set Ref Ticket to AIII-56288.Mar 15 2024, 10:11 AM
dedmen added a subscriber: dedmen.Fri, Apr 5, 5:01 PM

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;
        };
    };
};