-
Notifications
You must be signed in to change notification settings - Fork 739
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Interaction - Add actions based on animations #6144
Conversation
Neat! I think some more API allowing disabling of such actions (a setting maybe) would be good. Additionally also setting Those animated parts, aren't they just proxies? In that case it should be possible to get their location programmatically maybe? |
You want settings for each feature :) User can easily disable such actions with switching these anims to disabled state (even in editor via Vehicle Customization). So I don't think another setting is really needed.
Can't imagine any real use cases for that. Only some vehicles have working anims and only few of them are really useful. Please don't think I try to avoid additional coding, I just need to know if it worth it.
I don't understand about proxies. Some anims have config values |
Toggling one setting is a lot faster than disabling animations on all the vehicles. API is probably not worth it, but I was already seeing possibilities for future, ability to put those items back on trucks and so on. :D |
Add actions for backpacks, canisters, entrench tool. Move items and backpack to WeaponHolder.
1.82 brought some new animations so I added more backpacks and fuel canisters, spare tracks, entrench tool. Still not sure about hybrid config entries (which can be string or array) - it's not so good for mods. |
Another time merged with master. Also found a way to disable RHS retread on BTRs. |
Is it a good idea to move anim configs to subfolder because they are independent enough (at least in |
Found CUP anims: Datsun, RG31, UAZ (spare wheel); Land Rover (spare wheels, jerrycans, Entrenching Tool, wire cutter (what?)). Can't start implement them if this PR is not merged. |
Make it just array, it can be array with one item.
Could do that but you will quickly run into issues with base classes, eg. where multiple files reference same base class, it just goes all over the place. |
- Made anim setting require a mission restart - Handle more types of items that can be spawned - Prioritise adding items to inventory and only drop on ground if no inventory space - Add more position checks to make certain no valid position are present before stopping - If 1 item was spawned in, it's considered as success - Disable RHS' wheel replacement only if ace_repair is loaded
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
LGTM, but given I've redone some of the code, having another person take a look would be good.
Sorry to add this many changes, but I felt they were necessary:
|
addons/compat_rhs_afrf3/compat_rhs_afrf3_repair/CfgEventHandlers.hpp
Outdated
Show resolved
Hide resolved
addons/compat_rhs_afrf3/compat_rhs_afrf3_repair/CfgEventHandlers.hpp
Outdated
Show resolved
Hide resolved
* Add actions based on animations * Add setting * Add ability to set items for users * Add actions for 1.82 changes Add actions for backpacks, canisters, entrench tool. Move items and backpack to WeaponHolder. * Add RHS 0.4.6 ZIL spare * Update to new standards * Handle RHS BTR retread system * Make init faster: move condition to configClasses * Fix CUP fake anims * Refactor * Rework * Rename init function * Decrease number of classes to init * Fix merge mistake * Apply suggestions from code review * Updated code for current mod structure * Multiple fixes & tweaks - Made anim setting require a mission restart - Handle more types of items that can be spawned - Prioritise adding items to inventory and only drop on ground if no inventory space - Add more position checks to make certain no valid position are present before stopping - If 1 item was spawned in, it's considered as success - Disable RHS' wheel replacement only if ace_repair is loaded * Update CfgVehicles.hpp * cache config lookup at preStart * Fix error * Add text config entry for progress bar title * Restructure interactions, improved some locations & added interaction to some missing vehicles * Reverted preInit change --------- Co-authored-by: jonpas <jonpas33@gmail.com> Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
When merged this pull request will:
Take off
action to:(except BTRs which is not so simple).Some vehicles have animations which could be useful for in-game interaction. At first I thought to add all possible animations like remove doors and some vehicle parts. But then I decided to stop on really useful animations which can give you spare wheel e.g.
Animation based actions Framework allows to use any vehicle animations, which can give some items or not. I tried to make it universal enough but not too overloaded with all possible parameters. It can be easily used in 3rd party mods because it's based on configs and not on code.
Any ideas about other useful animations are welcomed.
If this PR is merged I'll add documentation in another PR.
Also at least CUP has Datsun with animated spare wheel.
Testing missions with modified vehicles:
ace_interaction_anims.VR.zip
ace_interaction_anims_RHS.VR.zip