OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: angora on 15 May 2005, 20:49:09

Title: Animations (how to use 'em)
Post by: angora on 15 May 2005, 20:49:09
as the title suggest im having problems using animations for units in the mission editor can someone please breakdown how to go about using them!
thanks
Title: Re:Animations (how to use 'em)
Post by: sim on 15 May 2005, 21:32:51
hey

btw this is in the wrong section so it will be moved sooner or later.

To use anims give your unit a name.... lets call him bob.
Now in a trigger type in the On Activation: bob switchmove "ANIM"

Just set who you want to activate it 1st, i.e. west/ east etc.

sim
Title: Re:Animations (how to use 'em)
Post by: macguba on 15 May 2005, 22:17:34
There is a list of animations in the Ed Depot.   Also a demo mission showing them all in action.

Some of them don't work from the init field of a unit.  Some require the unit to be in a certain state before they will work.

Can you be a bit more specific about what is going wrong?
Title: Re:Animations (how to use 'em)
Post by: angora on 15 May 2005, 22:26:41
cheers for the response, the problems that i want a unit to be standing around relaxing but they just stand there with their gun ready, and i cant get units to stay croughed, they just stand, crouch and then instantlyu get back up
Title: Re:Animations (how to use 'em)
Post by: dan ick on 15 May 2005, 23:57:04
Hi

If you dont want soldiers to have guns ready just put the soldiers behaviour to safe in the waypoint options.Or like stated above look for the anim list.
To make a soldier crouch.Put this in the init field of the soldier

this setbehaviour "combat";this setunitpos "up";this switchmove "combattocrouch"

However they more or less always stand up,so you need to remove their grenades.If you dont know how to do this i suggest looking in the ed depot,its a never ending tunnel of ofp knowledge.

Hope this has helped.

Dan ;D