OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: macguba on 08 Jul 2004, 18:13:27
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What's wrong with this script? I suspect the problem is the line in bold but for the life of me I can't see what's wrong. The animations don't play and the titletext comes up with "_anim" every time, rather than the name of the animation concerned. The loons do animate when I put an animation in by hand.
Many thanks
; this script plays animations
_animArray = ["EffectStandSalute", "Crouch", "CrouchB", "CrouchDying", "CrouchToCombat"]
_unitList = [loon1, loon2]
_i=0
#loop
_anim=_animArray select _i
titletext [format ["%1", {_anim}],"plain down",1]
"_x switchMove {_anim}" forEach _unitList
"_x playMove {_anim}" forEach _unitList
~4
"_x playMove {null}" forEach _unitList
"_x switchMove {null}" forEach _unitList
_i=_i+1
? _i >= (count _animArray) + 1: goto "end"
goto "loop"
#end
hint "That's all folks"
~3
exit
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Hey mac,
Try
titletext [format ["%1", _anim],"plain down",1]
instead of
titletext [format ["%1", {_anim}],"plain down",1]
and
Try
"_x switchMove _anim" forEach _unitList
instead of
"_x switchMove {_anim}" forEach _unitList
and
"_x playMove _anim" forEach _unitList
instead of
"_x playMove {_anim}" forEach _unitList
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I tried something similar (but I did it with randomly choosen anims from the _animlist) and I've noticed that you have to run such a script in a waypoint. Maybe that's the problem.
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Ah, of course, thanks Artak. I had of course tried that earlier, but that was when there were no quotes in the original array ..... duh.
Blanco, I'm running if from a trigger and it seems to be working .... not quite finished yet though.
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Would I be right in thinking that there is a maximum number of elements allowed in an array? If so, what is it?
This wretched script works sometimes, and sometimes it doesn't. I can't find the error and I suspect it may just be because the array is too big. Thoughts?
I can't see the error message because it refers to the array, which has a whole bunch more animations than in the example above and is consequently far too long. Is there an error log or something somewhere where you can see a long error message?
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Well I've split it into two arrays and made it work. Finished version on the beta forum: yes folks this is what you've all been waiting for, a wee demo mission (http://www.ofpec.com/yabbse/index.php?board=23;action=display;threadid=18370) that shows all official animations. (Except vehicle crew ones.)
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So is this a script now or a mission or just a mission showcasing all the animations?
Like my topic below this one, I wanted to make my guards more interesting by having them look like they are talking and looking around.
And if it is a script, can I change it to fit a certain slew of animations? Like I don't want my guard to be doing some dismay moves which look pretty odd. :P
Sorry for 20 Q's but your script if it is one makes mine obsolete and possibly make my mission better. :)
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It's a demo mission just showcasing the anims - follow the link in my last post to the beta testing board. The mission obviously uses the script, if you'd like to unpbo the final version and adapt it for your own mission that's fine with me as long as you mention where you got it from.
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Okay. I dunno if I can use it though. You already replied to my post, but you know I can't have the guards doing animation while the player is sneaking around. I'm using your animation list and I'll use your mission to get a good hold of what the animations look like. And you'll get creditted. ;)