muni 10 Posted June 28, 2011 Ok 'ere we go I can make a unit perform an animation with a trigger for instance or with a waypoint e.g. guard switchMove "CtsPercMstpSnonWnonDnon_idle33rejpaniVzadku"; how can I make him do all these? guard switchMove "c7a_bravoTOerc_idle24, c7a_bravoTleskani_idle3, c7a_bravoTleskani_idle4, c7a_bravoTleskaniTOerc ,c7a_bravo_dovadeni5,c5calming_apc"; THX FOR YOUR TIME Share this post Link to post Share on other sites
2nd ranger 282 Posted June 28, 2011 You'll have to put them in a script with a sleep command between each animation. For example: guard switchMove "CtsPercMstpSnonWnonDnon_idle33rejpaniVzadku"; sleep 10; (however long the animation lasts or for how long you want him to play the animation) guard switchMove "c7a_bravoTOerc_idle24"; Share this post Link to post Share on other sites
SmartGun 10 Posted June 28, 2011 do you mean all of these one by one? in that case i would use a script, something like: Initline unit/waypoint/trigger: nul=[guard] execVM "anim.sqf"; anim.sqf: _guard = _this select 0; _guard playMove "CtsPercMstpSnonWnonDnon_idle33rejpaniVzadku"; sleep 0.2; waitUntil { ((animationState _guard) != "CtsPercMstpSnonWnonDnon_idle33rejpaniVzadku") }; _guard playMove "c7a_bravoTOerc_idle24"; sleep 0.2; waitUntil { ((animationState _guard) != "c7a_bravoTOerc_idle24") }; _guard playMove "c7a_bravoTleskani_idle3"; sleep 0.2; waitUntil { ((animationState _guard) != "c7a_bravoTleskani_idle3") }; _guard playMove "c7a_bravoTleskani_idle4"; sleep 0.2; waitUntil { ((animationState _guard) != "c7a_bravoTleskani_idle4") }; _guard playMove "c7a_bravoTleskaniTOerc"; sleep 0.2; waitUntil { ((animationState _guard) != "c7a_bravoTleskaniTOerc") }; _guard playMove "c7a_bravo_dovadeni5"; sleep 0.2; waitUntil { ((animationState _guard) != "c7a_bravo_dovadeni5") }; _guard playMove "c5calming_apc"; sleep 0.2; waitUntil { ((animationState _guard) != "c5calming_apc") }; €: ups, too slow, 2nd Ranger already posted Share this post Link to post Share on other sites
muni 10 Posted June 28, 2011 thank you both I look into it. Share this post Link to post Share on other sites
Woodpeckersam 18 Posted June 28, 2011 What smartgun and 2nd Ranger said or... waitUntil {unitReady _guard}; _guard playMove "c7a_bravoTOerc_idle24"; waitUntil {unitReady _guard}; _guard playMove "c7a_bravoTleskani_idle4"; What ever suits your style =) all does the same thing. Share this post Link to post Share on other sites
2nd ranger 282 Posted June 28, 2011 unitReady doesn't wait for a unit to be done with an animation; it means that the unit isn't busy doing something action-related, for example carrying out an order. For the waitUntil method, what you would want is animationState: Unit switchMove "c7a_bravoTOerc_idle24"; waituntil {animationState Unit != "c7a_bravoTOerc_idle24"}; Unit switchMove "c7a_bravoTleskani_idle4"; Share this post Link to post Share on other sites