OFPEC Forum
Editors Depot - Mission Editing and Scripting => ArmA - Editing/Scripting General => Topic started by: Garcia on 29 Nov 2008, 22:39:35
-
I've searched the biki for a animation that makes the unit kneel to the ground like he's putting down something (like the satchel animation in OFP or something), but the biki is virtually useless...in OFP the animation names at least explained a bit what the animation actually does easily...
-
This works for an unarmed guy doing the Inventory animation (which is kneel down to ground):
civ1 playmove "AmovPercMstpSnonWnonDnon_AinvPknlMstpSnonWnonDnon";
This one has starts the animation with you armed with a rifle:
AmovPercMstpSrasWrflDnon_AinvPknlMstpSlayWrflDnon
The wiki animation isn't too bad once you understand the pattern of their abbreviations. All the animations with
Ainv" (for "Action Inventory") are the bend down to ammo crate animations. "Wnon" is Weapon None. "Wrfl" is Weapon Rifle. And so on.
-
I understand the naming, it's just that it's shit compared to OFP IMO...there you simply had StandToPutDown...easy to spot...now with all these long names that look all the same it takes ages to find anything...
Anyways, something like the last animation...howeeeeeeeeever...I need the guy to stay down longer, and I need the same kind of animation for a unit starting in both kneel and prone position...
The deal is I need to simulate looking for tracks on the ground by using a action...but since the animations will be played in a script running locally, I need to use switchMove (unless someone wants to make me happy by saying that playMove now is a global command :D). So I need one action for standing, one for kneeling and one for prone...alternativly I can do with the animation for kneeling, and then a animation to go from stand to kneel and prone to kneel...
Gah...why not just make playMove global :dunno:Anyone feel like telling me it is? :whistle:
-
If you look in the playMove description in the Biki you find a link to a complete table which explains what the animation name does and if it has to be used with playMove or switchMove (no entry means that you can use it with both commands).
-
Again, I am fully aware of this...I have seen through the list that explains the naming of the animations, it just still sucks (IMO) compared to OFP naming :D
With OFP names you could scroll fairly fast through the animation list and find what you were looking for easily...with this thing you can not, because the names aren't made up of words, and because very few have a description... :confused:
(And just a note, all animations can be used with switchMove...some just look crap :P)
-
Did I get the implication right Garcia ... you are going to make a comprehensive list of all ArmA animations complete with accurate descriptions and then submit it to OFPEC for hosting? :whistle:
Planck
-
*tries to hide* :whistle:
I wish I had the time :confused: With the spare time I've got, that list would be out later than ArmA2 (even with 13 delays to the game :D).
Besides, this is what you do best, make biiiiiiiiiiiiiig list of stuff (IIRC from OFP days)...don't want to put you out of work :D ::)
I guess I'll just have to look through the animations similar to the last one johnnyboy posted...see if I come up with something a bit longer... :dry:
-
If I remember well there was a map which showed you every move in Arma inside the game selecting it form a windowed menu.
-
You do indeed remember well - Kronzky's Animation Viewer (http://www.kronzky.info/animationviewer/). :good:
-
Ahhhh...excellent :D
Guess I'll have to use this then to find the right animation.