Arma 3
Crow Sep 5, 2017 @ 9:55am
Stop Animations for Combat
Hey all, just a quick question.

With Enhanced 3den I saw there was an option to set idle animations, which I think is awesome because I can make more dynamic characters (bored soldiers, wounded lying around being tended by medics, etc). The only problem is that any soldiers in the middle of an animation don't actually react to being engaged...which, y;know, takes away the immersion of a military simulator.

Is there a command or a script I could put into their init lines or into a trigger to force them to stop their animations and fight once they've been engaged?
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† Rox † Sep 5, 2017 @ 12:56pm 
0 = this spawn {waitUntil {behaviour _this == "combat"}; _this call BIS_fnc_ambientAnim__terminate;}
:)
Crow Sep 5, 2017 @ 3:19pm 
YAAAAS! Even though it led to my grisly death testing it in the game, it works flawlessly. Thanks a million my dude.
† Rox † Sep 5, 2017 @ 3:31pm 
Originally posted by Pizza?:
YAAAAS! Even though it led to my grisly death testing it in the game, it works flawlessly. Thanks a million my dude.

Glad I could help :woodlehappy:
POLM_GekkeGerrit Aug 16, 2018 @ 4:42am 
I've been trying to get the animation back when the unit goes back into safe and aware states but it is not working for me.

if (local this) then { [this,"STAND_U2"] call BIS_fnc_ambientAnim; 0 = this spawn { waitUntil {behaviour _this == "combat"}; _this call BIS_fnc_ambientAnim__terminate; }; 1 = this spawn { waitUntil {behaviour _this == "aware"}; [_this,"STAND_U2"] call BIS_fnc_ambientAnim; }; 2 = this spawn { waitUntil {behaviour _this == "safe"}; [_this,"STAND_U2"] call BIS_fnc_ambientAnim; }; };

Its for multiplayer where I want some guards to be able to switch animations based on the behaviour so that they can switch back and forth every time needed.
XallZall Mar 27, 2022 @ 3:44am 
Originally posted by POLM_GekkeGerrit:
I've been trying to get the animation back when the unit goes back into safe and aware states but it is not working for me.

if (local this) then { [this,"STAND_U2"] call BIS_fnc_ambientAnim; 0 = this spawn { waitUntil {behaviour _this == "combat"}; _this call BIS_fnc_ambientAnim__terminate; }; 1 = this spawn { waitUntil {behaviour _this == "aware"}; [_this,"STAND_U2"] call BIS_fnc_ambientAnim; }; 2 = this spawn { waitUntil {behaviour _this == "safe"}; [_this,"STAND_U2"] call BIS_fnc_ambientAnim; }; };

Its for multiplayer where I want some guards to be able to switch animations based on the behaviour so that they can switch back and forth every time needed.

Did you manage to get this to work?
I been looking for something like this myself.
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Date Posted: Sep 5, 2017 @ 9:55am
Posts: 5