OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: dmakatra on 15 Jun 2003, 21:24:21
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Sorry for the n00bin but I couldnt find anythin in the command reference or in the FAQ. How do you check if a unit is lying on the ground? Thx in advance.
:cheers:
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no way ?
LCD OUT
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What? There must be... :-\
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OK, if there isnt away to check if a unit is lying on the ground then is there a way to do an animation exactly after the first one is done. I have this script where u are doin the "medic-patch-up-animation". Now, if the unit is lying down then it takes more time for him to do the animation(he have to stand up) then for a guy already standing up. If I use the same waiting time on both either the animation will not complete on the guy whos lying down or the animation will be done and the player just stands there. Is there anyway to fix this?
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There might bea chance u can use the animationphase command.
But I'm not sure
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I mean the switchmove/playmove animations/moves. Or will this command u are talkin bout work on switchmove/playmove too?
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it might.
I've only found it used on addon animations. (Like the goggles on BAS units)
but in theory.... ???
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Thx but what do animationphase do? I didnÂ't understand the explaination in the command refernce :-[.
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(_Man animationPhase "SitDown" >= 0.01)
I believe that means the instance he starts aniamtion
(_Man animationPhase "SitDown" >= 0.05)
I believe this means half way through aniamtion
(_Man animationPhase "SitDown" >= 1.00)
Aniamtion Complete
none of this is guaranteed mind..
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OK, IÂ'll try that.
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No that didnÂ't work either :-\
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animation phase is more like when you have an addon.. like say the Everon Cartel Safe we made...
for the animation on it the door is either closed or opened so it is in either phase 0 or phase 1 so you can use something like this condition:
safe animationphase "arm" > 0.7
to detect when the door has opened
the animations your after are soldier animations and I'm pretty sure the animation phase has nothin to do with the animation files for soldier models.. it's more something that is defined in O2
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OK, but no1 know how I can solve this?
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yep read da sec post again - we tried 2 do dat som times
LCD OUT
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Without more info I'd say you should simply make the lying guy stand up, with setUnitPos "up". That is if he is not a player. Hard to force a player.. and if this is needed when a unit is wounded so he can't stand, detect that with canStand. Buuut I'd really not get hopes up. :-\
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Shit... The unit is the player... Are there a way then to start a playmove/switchmove in the middle of it? Like u skip the part where the guy is actually standin and moves down so itÂ'll be like a long combattomedic move instead of a short one? I hope u understand what I mean here. :-\
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the animations your after are soldier animations and I'm pretty sure the animation phase has nothin to do with the animation files for soldier models.. it's more something that is defined in O2
Yeah thats what I thought.... Oh well, try and learn.
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Hmmmmmm what about the get pitch /bank function.
Aint tried it meself, might work u never know.
If it does give me a yell cause id love to knnow too :)
Zay