Arma 3
using Animations?
Hello,

not sure if this is the right section for my question but it at least has something to do with it.

Well... my question is as you see in the title about animations - in fact "special" animations you maybe know from cutscenes in the campaigns or similiar. Like doing pushups or such things so not the ordinary sit down or salute stuff but still vanilla animations. I've found a way to play at least some of them in the console with the command "player playMove "animation" well but first problem is that I've copied a list of such animations and I don't want to single copy+paste them all the time to use especially because I have to switch to desktop the hole time for it.
Also some of them seem not to work and make my character stuck forever like this one here ("Acts_welcomeOnHUB04_AIWalk_3").
So I look for a way to make them work and to use them with as less trouble as absolutly necessary and maybe also a way to cancel this animations before they are finished (if necessary or stucked).
The last question would be: is it maybe possible to connect those animations with keybindings to make them run only by pressing the keys?

It's just a small gimmick I like to use on a coop server Im playing on to intensify roleplay and to fool around a bit.

I think I need to tell that I have absolutly no expeciences or ideas of scripting and such things.
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https://www.youtube.com/watch?v=nyDjbnm94n0&t=85s

Its 20 minutes long, but this is the best tutorial you are going to find about animations. And no, you cant keybind animations. What you can do is execute them in the Debug Console instead of in the Editor, so you can exactly choose when they are going to start playing
Originally posted by Nomad924:

What you can do is execute them in the Debug Console instead of in the Editor, so you can exactly choose when they are going to start playing

I know that and also did this (I played around in the virtual arsenal with it allready to test it) but if I have several animations how to choose a single one of them to be played? I tried several things but it didn't work... is it somehow possible to exclude some of the pasted animations/ commands?

I'll try to explain what I mean: for example everything in parantheses (example) will not be considered. So if I have a list of several animations only the one not inside a paranthesis will be used. I tried it but it had no effect...


I know that video by the way. I've found it while looking for answers for my questions but didn't get one (at least as far as I know).

And well... yeah... I thought it would probably not work but I've seen some people using such animations quite fast and fluently.

Maybe for the not working animations I should try one of the other options from the video.

Not much good or really helpfull content but I appreciate the help anyways :)
is it maybe possible to set a timer for how long such a animation should be player - especially for the animations what are looped/ never end this would be quite helpfull.
Found a way to cancel animations " player switchMove "" "
You actually can but ussing triggers. The video explains how to use those triggers and what to write in the, but you should already have a basis of how to use animations.

https://www.youtube.com/watch?v=G-QhlAy5ZdE
I've now a mod in use what contains some of the animations I wanted to use so Im fine even that it is unfortunately not exactly like I wanted it to be.

and Im not sure but I think you've got me wrong I wanted to use the animations on servers where Im just a normal player witthout any special permissions, Admin rights or similiar ^^
Then, im sorry but you cant. The closer you can get is use the Ace Animations mod, but you will only be able to use them on yourself. The only way you can make AI perform animations in servers where you are not the admin, is via Zeus, with a mod like Achilles, and even with that the animations are very limited, and the only "Cutscene" animation is the Briefing one. The others are just kind of static.

Sorry but what you want to do is just impossible
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Date Posted: Jul 2, 2020 @ 4:54am
Posts: 6