OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: SilentHunter_764 on 24 Jul 2004, 02:11:29
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Hi all,
I am making a mission where at the start all the guys are lazing around the base, youknow chatting and sstuff, but i have to put about 5x triggers per person cuz they keep stopping what they're doing >:(. Could someone make a script like "FXcivilarmsAkimboR" or L but have them do it for about 1 minute non-stop? ::) Also, what about a script where someone walkes up to a chair and sits down on it? ???
Regards,
LooseKannon :gunman:
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I had the same idea sort of. Except I want my guards to do something instead of staring into space forever.
When a trigger was activated they would go on alert and stuff. It'd work for your guys if they aren't going to be doing anything. ;D
You can chop the script up if you want also. Just credit me in your mission if you release it plz. ;)
;general script to have a man "m" seem to talk
;thanks to Macguba for his animation guide and mission
_m = _this select 0
#talk
m switchmove "EffectStandTalk"
~14
?trig1done: goto "arm"
~0.5
?not alive m: goto "exit"
~0.5
m switchmove "FXCivilFoldOnesArms"
~6
?trig1done: goto "arm"
~0.5
?not alive m: goto "exit"
~1
m playmove "FXCivilLookback"
~5
?trig1done: goto "arm"
~0.5
?not alive m: goto "exit"
~1
m switchmove "FXCivilArmsAkimboL"
~8
?trig1done: goto "arm"
~0.5
?not alive m: goto "exit"
~0.5
m switchmove "EffectStandTalk"
~8
?trig1done: goto "arm"
~0.5
?not alive m: goto "exit"
~0.5
goto "talk"
#arm
m switchmove "null"
m setbehaviour "COMBAT"
exit
Now you can chop it up or remove the alerted part and its arguements. Or change the animations.
But to use it as is, you need to make a trigger and have it be whatever you want. Then in the activation field put
trig1done
And in your init.sqs of your mission you must write
trig1done = false
Good luck with it. ;)
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Well that doenst help me much -- but thanks anyway
is there a timer i can set?
i.e. _unitname Playmove "effectstandtalk"
then after maybe put in a time limit?
LooseKannon :gunman:
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I know but this is a decent set of moves that checks if the guy isdead and exits, so he doesn't keep doing moves while he is dead...
A timer? Use two triggers and a variable and make your own script.
One trigger with a condition of "talk" and the other as a deactivation of talk. Put a delay in for the second trigger and in that triggers conditon field put "talk" and in the activation field put "talk = false". Then make your script and have checks every few times to see if talk = false and then exit the script.
And in the init.sqs put "talk = true"
That's all I can think of. :P
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Would playmove work too, or are the animations only switchmove?
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Some do and some don't for playmove so I just stck with switchmove...
The script can be butchered...I don't care. Kinda useless to me now. ::)
playmove=pre res animations
switchmove=after res animations +playmove ones
Although I can never tell what animation is playmove supposedly or not...
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Thankyou for the help,
Regards,
LooseKannon