OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: ONoSixIsDown on 22 Sep 2008, 21:15:39

Title: animation complication
Post by: ONoSixIsDown on 22 Sep 2008, 21:15:39
 Hello, I hope this question finds everyone well.  I've been trying like hell to spice up missions with using lots of animations.  I downloaded the animation library from the editor's depot, but I have problems getting most of them to work.  for example, I've tried to get loons to surrender (which works) but I can't get any animation for it to work.


I've tried
Code: [Select]
Loon playMove "FXStandSur"
,
Code: [Select]
Loon switchMove "FXStandSur"
and all the other animations with "Sur" (which i assume is short for surrender) using both playMove and switchMove methods (i do know the difference between them as far as I know).


I'm hoping that maybe i just have a bunk list of animations and that indeed the gaming gods are not against me.  Any thoughts or insight would be most welcome.  Thanks in advance.

OhNoSixIsDown
Title: Re: animation complication
Post by: Planck on 22 Sep 2008, 21:59:16
It is:

Loon switchMove "FXStandSur"

If you are trying to get this to work by putting it in a units init line, then this will not work, it needs to be in the activation field of a trigger or waypoint, or possibly as part of a script.


Planck
Title: Re: animation complication
Post by: eegore on 23 Sep 2008, 10:31:31

 Ive noticed that by placing the switchmove "standfxsur" in a trig or WP that the unit stays that way. 

 For instance if I rescue a "hostage" in the surrender position then he runs around and just keeps putting his hands above his head.
 
 Also if I have enemy units attempt to execute a hostage in the surrender position then they shoot a few rounds into him and stop.  He then just stands there with his hands over his head bleeding. 

 
  I'm not sure if I am missing something or if this is normal.
Title: Re: animation complication
Post by: Planck on 23 Sep 2008, 12:12:58
To get out of the switched move you need to issue another switchmove or an empty one, like:

Loon switchMove ""


Planck
Title: Re: animation complication
Post by: ONoSixIsDown on 24 Sep 2008, 04:38:30
thanks for the insight Planck, you were right.  I guess some if not most animations are best handled through triggers and scripts.  As for what eegore mentioned, I've had issues with other animations that wouldn't stop animating, but remedied the problem by using
Code: [Select]
unitname switchMove "Null"
and for executing, I usually set a trigger that will kill a unit once it drops below 100% health.

thanks again