OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: cirkut5732 on 18 Nov 2005, 23:51:44

Title: switchmove "null" question
Post by: cirkut5732 on 18 Nov 2005, 23:51:44
Hey again another easy question for the pro's

I have a loon that i have doing the "effectstandtalk" animation, now this animation last around 5-8 seconds and ends, I need it to end in about 2 seconds so I used this script...

loon switchmove "effectstandtalk"
~3
loon switchmove "null"


Now it all goes smooth but after about 5 seconds in the "null" position the loon goes back and finishes off the rest of the talking animation. How do you get it to basically kill an animation script?

Thanks guys
Title: Re:switchmove "null" question
Post by: ONoSixIsDown on 18 Nov 2005, 23:54:34
if you want him to just stand there after the anim., try using

switchmove "stand"

worked for me, i've experienced troubles using "null" my self...
Title: Re:switchmove "null" question
Post by: Planck on 19 Nov 2005, 00:00:42
Try:

unitname switchmove ""

Hopefully that will do it.


Planck
Title: Re:switchmove "null" question
Post by: cirkut5732 on 19 Nov 2005, 00:18:53
I will tr both! Thanks people!