http://freespace.volitionwatch.com/blackwater/fs2_open_r_animations.zipok people, currently it suports triggered animations for:
"inital" inital position (turrets can point forward rather than up (doesn't yet work in the tech room))
"docking" docking (your on your way)
"docked" docked (you just did)
"primary_bank_#" (were # is the bank) selection of all primary banks
"secondary_bank_#" (were # is the bank) selection of all secondary banks
"door" fighter bay launching (hanger doors)
add this to your ships table for any animated object (yes they must be made subsystems, +non-targetable is optional and actualy not realy part of the animation system, I should get around to makeing invulnerable subsystems eventualy)
$Subsystem:
primary1a, 1,0.0
+non-targetable
$animation=triggered
$type="primary_bank_1"
+delay:0
+relitive_angle:0,-180,0
+velocity:0,90,0
+acceleration:0,60,0
+time:4000
I need people to start useing/testing these, I am sure there are bugs, you should particulary pay atention to things like anything going wrong with anything related to an animation (like if fighters never launch, or primary weapons never fire), and
I need people to tell me what they want me to suport next so I don't waist my time any further implementing stuff that nobody is going to use
this current implementation is sutable for 'events' (I don't mean the sExp type though that can be done) singular actions not ongoing parameters (ie you engaged you after burner not how much fuel is left). I intend on makeing a seperate animation system for suporting linked animations but this is the triggered animation system. so keep that in mind. also if you ask for something I expect to see it used at some point, if you have something in mind, a specific model that could use a trigger type that would be an ideal candidate.