OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Dagon on 06 Sep 2005, 12:21:09
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I'm trying to make certain loons play dead with the
"This SwitchMove "CombatDeadVer3""
string. Yet they refuse to play dead, and no other 'dead' animations (nor medic animations which I need too - they're playing dead and being healed by medics) seem to work.
Any help?
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Sometimes commands that are run as soon as the game starts (ie in the init fields of a unit) don't work - they need a short delay - and switchmove seems to be one of them. you have a couple of options.-
1.) name the units you want to start off injured. Make a trigger, and change it's Activation field from 'this' to 'true', select the 'countdown' option, and in the min, mid and max boxes, put a small delay, such as 0.2. Then in the activation field, put this:
{_x switchmove "CombatDeadVer3"} foreach [unit1, unit2, unit3]
where unit1 and so on are the names you gave the units.
2.) create a new script.
;Animate.sqs
~0.2
(_this select 0) switchmove "CombatDeadVer3"
In each unit you want to start off dead, put the following: [this] exec "animate.sqs"
Apologies if you know all the coding stuff already. Just covering my bases in case you didn't ;)
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you have a couple of options.... create a new script.
;Animate.sqs
~0.2
(_this select 0) switchmove "CombatDeadVer3"
Or even easier, write:
~0.01
{_x switchmove "CombatDeadVer3"} foreach [unit1, unit2, unit3]
in the init.sqs