M.Evans 10 Posted November 23, 2012 I have this script I found on BI yesterday. I recreated it for this animation I would like to use for a deck crew of the Nimitz. Here is the code. shooter.sqf man1 playMove "nimitz_cat1"; man1 switchMove "nimitz_cat2"; _target = _this select 3; man1 = _this select 1; man1 playMove "nimitz_cat1"; man1 switchMove "nimitz_cat2"; sleep 1.2; [objNull, _target, "loc", rPLAYMOVE, "nimitz_cat2"] call RE; problem is I would like there also to be able to be a fix headbug script from the scrollwheel and searched around, even tried ripping one out of insurgency, but to no avail. If anyone has any suggestions on how to do that on a carrier, having it refresh at that height would be very helpful. Also the big problem, when this unit man1, dies, he no longer has the addAction Salute. It is like when he respawns he does not respawn with this init line anymore which is. this setPos [getPos this select 0, getPos this select 1, 10.1]; man1 addAction ["Salute", "shooter.sqf"]; any suggestions for those two things. The animation and stuff work just getting the unit to repspawn with the animation again is my problem. Thank you for your help. Share this post Link to post Share on other sites
M.Evans 10 Posted November 25, 2012 To further expand on my original post I believe that the command has something to do with being executed globally. so would this involve CBA functions such as _global_func_whatever Or am is missing the point entirely. With the animation everyone has it because they have the addon. and with the above addaction I do not believe that it executes globally, so does anyone know anything about executing an animation globally so it passes through an array where everyone can see it? thanks again. Share this post Link to post Share on other sites