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> addin animation problems
Fatality
post Feb 2 2010, 02:08
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i am trying to get a soldier to sit down and check his weapon. i am reading Mr. Murray's editing guide but i cannot figure out what i am doing wrong.
here is what i type

soldier1 switchmove "AmovPsitMpstSlowWrflDnon_weaponchacke1";
any help is appreciated
 
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Benoist
post Feb 2 2010, 03:12
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If I recall correctly I used to use "playMove", try to use that. If it doesn't work, then I don't know.
 
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Fatality
post Feb 2 2010, 04:01
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that was the first one i tried, it didnt work
 
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D@V£
post Feb 2 2010, 08:31
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Where are you using the command? AFAIK animation commands can't be executed except by triggers or scripts (So no initialization commands). Make sure you've correctly set up the trigger/script conditions (put "true" in the condition field to make the trigger automatically fire)


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Fatality
post Feb 2 2010, 12:52
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i didnt know it was a trigger command thanks and ill see if it works

EDIT (12:02):still nothing
Reason for edit: Removing doublepost
 
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D@V£
post Feb 2 2010, 14:58
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1. Don't doublepost. Use the edit button in the future. I've edited your posts together.

2. Make sure the animation name is correct. I checked that code you posted eariler and it doesn't look like that's a valid animation name.

I'd advise copy and pasting from the BIKI animations page (link) , rather than retyping it (you can paste text from a webpage into the editor in the same way you would with, say, notepad). The animations in ArmA all have stupidly complex names for some reason. I think they were chosen by Ondrej's hair...


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QUOTE(Major Mike Shearer)
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QUOTE(Brace Belden)
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Fatality
post Feb 3 2010, 02:12
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one last thing since i got it to work. how do i make it to where once the person reaches a waypoint he performs the animation til lets say some one spots an enemy soldier or something like that
 
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D@V£
post Feb 3 2010, 15:51
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Gee, I wish we had one of them doomsday machines.
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You'd need to use a script to get the best results. Looping animations should be automatically with the switchmove command (it isn't always though, I think it depends on the animation, I don't think I've actually seen animations loop in ArmA, so that might be an OFP thing though...), you can exit the animation at any time using:
CODE
This switchmove ""

I'm not a very good scripter, so I'm afraid I can't really help you here, I assume you'd need to use the findnearestenemy command to see if the soldier has spotted an enemy, then have a loop to replay the animation when it ends, and exit the loop when an enemy soldier is spotted (for longer or automatically looping animations you may want to end the animation as well)


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QUOTE(Major Mike Shearer)
We can categorically state that we have not released man-eating badgers into the area.
QUOTE(Brace Belden)
A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one.
 
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Fatality
post Feb 4 2010, 01:20
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ok its sad i cant loop anims sad.gif oh well. can you loop them in arma 2?
 
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