OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: david-p on 04 Nov 2002, 16:04:23
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i feared i may have to eventually ask this dumbass question, so believe me, im getting quite desperate!!
quite simple really, i have a group of guys, resgroup, and i want them to do a "FXStandSurUniv". no probs so far. i want them to stay at that position, even when facing hostiles. so far so good. and even when theyre covered in claret, i dont think its too much to expect them to fall over. no such luck >:(
and i cant think of a way to have them surrendering only until theyre dead. any suggestions plz
thanx, dave
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Try activating your anim from a script like this:
;activate with [unitname] exec "surrender.sqs"
_unit = this select 0
_unit switchmove "FXStandSurUniv"
@ not alive _unit
_unit switchmove ""
exit
:)
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two slight probs: when i starting letting rounds fly they go back to "combat" (which looks awful).
and theres a full group of 12, so id need 12 scripts running simultaneously. the missions getting pretty slowed already.
dont mean to shoot ur idea down, but thats not the answer im afraid. any other suggestions?
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Hmm ... didn't like that one eh?
Try this on for size:]
;activate with [unitname] exec "surrender.sqs"
_unit = _this select 0
_unit switchmove "FXStandSurUniv"
;this stops multiple scripts running concurrently
~(random 1)
#loop
;adjust the delay to eliminate lag (there should be no lag with 0.1 unless you system is v.low spec)
~0.1
? not alive _unit : _unit switchmove "FXStandSurDead"; exit
goto "loop"
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ah hah. thats almost it. i just stuck the SurUniv move in the loop as well. and with a ~0.1 i didnt notice anything, but it cant hurt to put it at 0.3, its barely noticeable the fact they dont always fall over straightways.
Hoorah.
Many thanks.