EvilDutch 1 Posted August 13, 2013 Sup Guys, So i'm adding all the beta stuff now to our bootcamp, but notice my animation triggers stopped working and i can't find any fix for it :confused: Is there anyone that can explain, or maybe knows what the issue is in my trigger or if the animations have been removed from the game itself. First i have attached a unit on top of a helicopter, and called him rut1. Then i placed a trigger with activation blufor, set it on repeatedly and present. In the onAct i have this code: rut1 playmove "InBaseMoves_repairVehicleKnl"; rut1 disableAI "ANIM"; In the Alpha this worked like a charm, but since i'm playing the beta lately it stopped working. Any ideas ?. Kind Regards, EvilDutch. MOPP4 Gaming Community. Share this post Link to post Share on other sites
kylania 568 Posted August 13, 2013 rut1 [b][color="#FF0000"]switch[/color][/b]Move "InBaseMoves_repairVehicleKnl"; rut1 disableAI "ANIM"; Share this post Link to post Share on other sites
EvilDutch 1 Posted August 14, 2013 Thank you Kylania, this fixed it for me. Kind Regards. Share this post Link to post Share on other sites
anthonyfromtheuk 6 Posted August 25, 2013 I cannot get the animation to stop. I have this code in the On Act box in a trigger set at bluefor, repeatedly, present. sol switchmove "AmovPercMstpSrasWrflDnon_Salute"; sol disableAI "ANIM" when i walk into the trigger the unit "sol" performs the animation but when i walk out he doesn't stop. What am i am missing please? Share this post Link to post Share on other sites
comp_uter15776 1 Posted August 25, 2013 try adding a switchMove "" for that unit. Share this post Link to post Share on other sites
anthonyfromtheuk 6 Posted August 25, 2013 try adding a switchMove "" for that unit. What do you mean please? Share this post Link to post Share on other sites
comp_uter15776 1 Posted August 26, 2013 What do you mean please? Add a second trigger, which looks similar to the old one, except instead of "Animationgoeshere" you want "", so it looks like so: sol switchMove ""; Make the trigger fire with a countdown say, 5 seconds after and see if it works. Share this post Link to post Share on other sites
Von Quest 1163 Posted August 26, 2013 Where can I find an official list of these Animations? The ones I found did not work. Share this post Link to post Share on other sites
vrcraptor 11 Posted August 26, 2013 While in the editor, preview the mission you are on and then hit ESC, in the debug console near the bottom right corner there will be a "Animations" button... enjoy :) -Raps Share this post Link to post Share on other sites
daza 36 Posted January 17, 2014 (edited) rut1 [b][color="#FF0000"]switch[/color][/b]Move "InBaseMoves_repairVehicleKnl"; rut1 disableAI "ANIM"; Is it me or does this not work anymore, perhaps with the latest build of Arma3? **update** I am trying to get this animation working for the player, tested it on a Ai soldier and the animation works but not on the player character. How can I get this working? I have tried both using a name for the player unit and just using "player". Edited January 17, 2014 by Daza Share this post Link to post Share on other sites
tryteyker 28 Posted January 17, 2014 (edited) EDIT Nevermind, switchMove works fine. For accurate animations, use the Animations Viewer ingame. The animation Kylania posted is probably not in use anymore (this topic was originally created during the beta, keep this in mind). However, I suggest you use BIS_fnc_ambientAnimCombat instead, it has better functionality aswell as allowing the AI to react to contacts. It's documented in the Function viewer under A3 -> ambientAnimCombat. Edited January 17, 2014 by tryteyker Share this post Link to post Share on other sites
daza 36 Posted January 17, 2014 EDITNevermind, switchMove works fine. For accurate animations, use the Animations Viewer ingame. The animation Kylania posted is probably not in use anymore (this topic was originally created during the beta, keep this in mind). However, I suggest you use BIS_fnc_ambientAnimCombat instead, it has better functionality aswell as allowing the AI to react to contacts. It's documented in the Function viewer under A3 -> ambientAnimCombat. Thanks for your reply. I don't know if you read my update to my post when you did. Switchmove works on Ai but using it on the player nothing happens. Its a basic repair script I've made and want the player to look like they are fixing the vehicle but nothing happens (I've done it before in A2 with no probs), the script does carry on and repair the vehicle though. I will check out the Bis_fnc you mentioned. Share this post Link to post Share on other sites
tryteyker 28 Posted January 17, 2014 I got animations working with no problems for the player. Animations can generally be aborted by players pressing movement keys though, so keep that in mind. Share this post Link to post Share on other sites
daza 36 Posted January 17, 2014 I got animations working with no problems for the player. Animations can generally be aborted by players pressing movement keys though, so keep that in mind. Okay i found this line on a thread somewhere. [player, "REPAIR_VEH_KNEEL", "ASIS"] call BIS_fnc_ambientAnim; It works but the animation itself is really short (the character is not kneeling down either) so its quite jarring when it keeps looping, I want a longer animation sequence. I tried using the original animation i wanted "InBaseMoves_repairVehicleKnl" which I got from the Animation viewer, but it doesn't work with that. Is there a list of animations that currently work with BIS_fnc_ambientAnim? Thanks Share this post Link to post Share on other sites
tryteyker 28 Posted January 17, 2014 (edited) Bis_fnc_ambientAnim does not take direct animations iirc. It takes forms of animations as documented in the function viewer. How are you executing the animation? EDIT Okay, animations with players are really tricky. Neither ambientAnim nor switchmove seem to support players properly, but switchmove was being weird any way, even with AI. Edited January 17, 2014 by tryteyker Share this post Link to post Share on other sites
daza 36 Posted January 17, 2014 Okay i found this line on a thread somewhere. [player, "REPAIR_VEH_KNEEL", "ASIS"] call BIS_fnc_ambientAnim; It works but the animation itself is really short (the character is not kneeling down either) so its quite jarring when it keeps looping, I want a longer animation sequence. I tried using the original animation i wanted "InBaseMoves_repairVehicleKnl" which I got from the Animation viewer, but it doesn't work with that. Is there a list of animations that currently work with BIS_fnc_ambientAnim? Thanks Executing it in my repair script as per line I mentioned before. I'm testing MP and you cannot access the function viewer, unless I go to the main SP editor. I might have to settle for just using "Kneel" with that function or something, just have to work out how to free the player after the repair is done. Share this post Link to post Share on other sites
tryteyker 28 Posted January 17, 2014 Check my edit. I'm testing singleplayer here, so our results will more than likely differ. Got no luck using switchMove and using animations from the anim viewer. ambientAnim doesn't appear to be working with the player either. Share this post Link to post Share on other sites
daza 36 Posted January 17, 2014 Check my edit. I'm testing singleplayer here, so our results will more than likely differ. Got no luck using switchMove and using animations from the anim viewer. ambientAnim doesn't appear to be working with the player either. Thanks for trying it out. As said earlier [player, "REPAIR_VEH_KNEEL", "ASIS"] call BIS_fnc_ambientAnim; works in MP, but the animation is very short and loops over and over as if he's downed 10 Redbull drinks. I cannot break the animation. There was a script to do so inside the function in viewer but it wasn't straight forward that I could just rip out what I wanted. So I guess we will have to wait for BIS to fix the switchMove for using it on a Player (it used to work in Arma2). It just doesn't look very realistic if you are repairing a vehicle whilst at the same time either being able to run around or just standing there. So for now I'm going to just use player enablesimulation false; to prevent the player from moving until the repair job is done. Its better than being able to run around. Its a pity I somehow couldn't invoke the normal repair script BIS uses and use that but do a full repair instead of a partial repair. Thanks for your help anyways. Share this post Link to post Share on other sites