Vasilyevich 20 Posted July 31, 2013 I want to make an Outpost with a Tower and some Soldiers.. I made the soldiers sit down or lean with: [this,"LEAN"] call BIS_fnc_ambientAnim; or [this,"SIT_LOW"] call BIS_fnc_ambientAnim; .. the problem is that they don't react to anything, even an enemy in front of them. Anyone knows a fix for this ? - Vasil Share this post Link to post Share on other sites
kylania 567 Posted July 31, 2013 (edited) Not use ambient animations for soldiers that will need to fight? These aren't waiting soldiers they are set dressing when you use that command, mere objects to add flavor to a scene. You might be able to break them out of the animations via this command: _unit setVariable ["BIS_EhAnimDone", true]; Not sure though, but that's what it does when they get killed. Edited July 31, 2013 by kylania Share this post Link to post Share on other sites
Vasilyevich 20 Posted July 31, 2013 Yeah, i need good looking enemies :) There is a way.. i know it (or i don't know it.. thats the problem) Share this post Link to post Share on other sites
kylania 567 Posted July 31, 2013 Seems you're supposed to use the Combat version of that function: /* Author: Jiri Wainar Description: Play set of ambient animations on given unit AND allows the unit to leave the ambient state and engage enemy or move away. Remarks: * Function controls BIS_fnc_ambientAnim; check that function [Remarks] section for more info of how to use it. * Unit automatically leaves the animation loop if there is an enemy in 300m he knows about. Parameter(s): 0: OBJECT - unit the anim & gear changes are going to be applied to 1: STRING (optional, default "STAND") - animation set id, describing what the unit's action looks like. > "STAND" - standing still, slightly turning to the sides. Needs a rifle! > "WATCH" - standing and turning around, good for soldier on watch. Needs a rifle! > "GUARD" - standing still, like on guard with hands behing the body. > "SIT_LOW" - sitting on the ground, with weapon. > "KNEEL" - kneeling, with weapon. > "LEAN" - standing while leaning (on wall) 2: STRING (optional, default "RANDOM") - equipment level id, describing how heavily is the unit equipped. > "NONE" - no goggles, headgear, vest, weapon > "LIGHT" - no goggles, headgear, vest > "MEDIUM" - no goggles, headgear > "FULL" - full gear = no touches > "RANDOM" - gear is randomized according to the animation set 3: CODE or STRING (optional, default {false}) - condition that if true frees the unit from the animation loop 4: STRING (optional, default "COMBAT") - behaviour the unit should go to, when freed. Returns: - Example: [this,"STAND","FULL",{(player distance _this) < 5}] call BIS_fnc_ambientAnimCombat; */ [this,"SIT_LOW", "FULL", {triggerActivated someTrigger}] call BIS_fnc_ambientAnimCombat; But it's totally not working for me. Share this post Link to post Share on other sites
Vasilyevich 20 Posted July 31, 2013 [this,"LEAN","FULL",] call BIS_fnc_ambientAnimCombat; should work.. but game says NOPE, and your version is not working for me to :/ Share this post Link to post Share on other sites
banky 4 Posted July 31, 2013 Would switchMove ""; break them out of it? Then you could just call that with a knowsAbout trigger. Share this post Link to post Share on other sites
Vasilyevich 20 Posted July 31, 2013 Would switchMove ""; break them out of it? Then you could just call that with a knowsAbout trigger. Can u give an full example ? Share this post Link to post Share on other sites
banky 4 Posted August 4, 2013 Sorry to take so long, but I finally got a chance to try this out. Using switchMove ""; breaks them out of the animation, but then they just stand there unresponsive to enemies, or getting shot, or snakes..... Hopefully in the next dev patch or two they will fully implement this so it works right. Share this post Link to post Share on other sites
banky 4 Posted August 6, 2013 Fixed: http://feedback.arma3.com/view.php?id=11604 (animation loop gets correctly terminated when the condition evaluates to true) Looks like it was fixed in today's dev branch update. \o/ Share this post Link to post Share on other sites