Flax 397 Posted August 27, 2013 (edited) So I have seen a few threads, mods and missions around using the animate command, and thought it might be good to have thread with all of the animation's possible for the vehicles. I will update the the list as I go but I am still searching through the config files. So to use this command follow this short process: 1 - Place the appropriate vehicle in the editor. 2 - In its init field paste this code: _null = this spawn {_this animate["code_below", 0]}; code_below refers to the items below and the 0/1 refers to whether it is active or not. EXAMPLE: This code will result in the vehicle pictured below. _null = this spawn {_this animate ["hideServices", 0]; _this animate ["hideDoor1", 1]; _this animate ["hideDoor2", 1]; _this animate ["hideDoor3", 1]; _this animate ["hideGlass1", 1]; _this animate ["hideGlass2", 1]; _this animate ["hideBackpacks", 0]; _this animate ["hideBumper1", 0]}; So now for the options available, this will be updated as I go along. Hopefully without any errors. Any questions just ask. Offroad: - hidePolice (blue lights top and front) - hideServices (front and back roll bar with tools and light bar) - hideConstruction (adds roll cage to back) - hideBackpacks (adds ruckascs to rear side) - hideBumper1 (adds front bumper) - hideBumper2 (adds rear bumper) - hideDoor1 (removes drivers door) - hideDoor2 (removes passenger door) - hideDoor3 (removes tailgate) - hideGlass1 (removes drivers window) - hideGlass2 (removes passenger window) MH9 Hummingbird: Bit more complicated due to so many options so bit more of a description for each one. addDoors This adds doors to the side of the chopper however if the benches are still present with the doors on it may look a bit funny. addBenches This adds/removes the cargo benches on the sides of the chopper, to make this work you need to add the following code also to make sure the missing cargo slots are not available to AI or players. this lockCargo [2, true]; this lockCargo [3, true]; this lockCargo [4, true]; this lockCargo [5, true]; addFLIR Adds a FLIR camera to the right side of the helo it must be used in conjunction with "addHoldingFrame" and "addTread_Short" as shown, however make sure to remove the "addTread" first: _null = this spawn {this animate ["addHoldingFrame", 1]; this animate ["addFLIR",1]; this animate ["addTread_Short", 1]}; addScreen1 Adds a mini LCD moniter to the right side of the cockpit. Could be used for PIP display. addTread_Short OR addTread These two determine the type of foot rest below the internal seats of the chopper. The short version has the middle section missing on the right side to allow for the FLIR camera and frame. The long one is full length on both sides. Edited August 29, 2013 by Flax_ 1 Share this post Link to post Share on other sites
TheoryOfWar 10 Posted August 28, 2013 Tried this out and it works well. Very nice for messing about and making police type vehicles for Life servers. Shame there isn't more of a variety yet but these are the sorts of things we can look forward to with the full release. Share this post Link to post Share on other sites
kylania 568 Posted August 28, 2013 The variables above that have "#" next to them seem to be only accessible via a trigger or script not via the init of the vehicle. You can add these from the init via: _null = this spawn {_this animate["HidePolice", 0]}; Also Bumper1 and Bumper2 are the tube and rail bumpers on the front of the vehicle. Shame there isn't more of a variety Not only can you add or remove all these options, but you can also apply custom designs or even colors. There's a TON of variety available. Share this post Link to post Share on other sites
Flax 397 Posted August 28, 2013 Thanks for the fix Kylania will update soon. The colouring and designs was going to part of the third update to the post. Tonight I will update it with the Littlebird's (MH9) Which has some amazing attachments including a FLIR camera which I'm trying to script the functionality to now. 1 Share this post Link to post Share on other sites
kylania 568 Posted August 28, 2013 Remember to lockCargo when you remove the benches. ;) Share this post Link to post Share on other sites
Flax 397 Posted August 28, 2013 Yes well that does cause unexpected problems the first time you use it as I found out in Take on Helicopters. One other question for you Kylania, do you know if the turret locations are available for the offroad yet? I've seen some pics of a ".50" mounted on the back of an offroad, or will I have to wait for the 4th of September? 1 Share this post Link to post Share on other sites
kylania 568 Posted August 28, 2013 Nope, they are only partially in the config right now. Like the base offroad references the classnames of the "armed" offroads but they aren't in game yet. Sep 4th though. Yay Share this post Link to post Share on other sites
Flax 397 Posted August 30, 2013 Updated with MH9 Hummingbird animations. I am making this into a PDF Guide with example mission to make it easier to use. 1 Share this post Link to post Share on other sites
Lala14 135 Posted November 21, 2013 In the latest update I can't do AddDoors, addFLIR or AddCivilian_hide and many more. I can remove the benches and addtred_short anyone help? this animate ["addDoors",1]; this animate ["addBackseats",1]; this animate ["addTread",0]; this animate ["addBenches",0]; this animate ["addCivilian_hide",1]; {this lockCargo [_x,true]} forEach[2,3,4,5]; Share this post Link to post Share on other sites
Flax 397 Posted February 25, 2014 The updates did seem to break these functions a bit. I haven't had a proper look in ages. I'll look into it an rewrite this guide, sorry I never delivered on the PDF lost it along with the holster script I made during a hard disk failure. 1 Share this post Link to post Share on other sites
gagi2 50 Posted January 4, 2017 is there a way to find out which animations are available for a model/vehicle with a script or something? lets say we have spawned a vehicle we look at it and post some code into the debug console like cursortarget "showanimations"; or something like we can do with the selections or buildingpositions for example Share this post Link to post Share on other sites
Lucullus 71 Posted January 8, 2017 _result = [cursorTarget] call BIS_fnc_getVehicleCustomization; // [[textures],[animations]] Share this post Link to post Share on other sites
gagi2 50 Posted January 9, 2017 thnx man but this only lists the animations if i already have animated them otherwise the array is empty [],[] but how can i animate everything when i dont know the names for it? Share this post Link to post Share on other sites
Lucullus 71 Posted January 10, 2017 Test a little bit... Luc_findAnimationSources = { _targetType = typeOf cursorTarget; _cfg = configfile >> "cfgvehicles" >> _targetType >> "animationSources"; _animations = []; { _displayName = getText (_x >> "displayName"); if !(_displayName isEqualTo "") then { _animation = configname _x; _animations pushback [_animation,_displayName]; }; } foreach (configproperties [_cfg,"isclass _x",true]); _animations }; hint str ([] call Luc_findAnimationSources); Shows the named animationSources. Share this post Link to post Share on other sites