Taxen0 15 Posted October 11, 2013 hello, Does anyone know the name of the animation that is used for getting up from a wounded state? I currently have "Acts_LyingWounded_loop3" from the start on a unit and when a trigger goes off i want to change the animation so he gets up. I did not find any suitable animation in the animViewer, the only one was for a unit lying on the side so the transition looked awkward. I also tried to slap on "_out" at the end so I got "Acts_LyingWounded_out" but that did not work. Any help is appreciated! Share this post Link to post Share on other sites
IndeedPete 1038 Posted October 11, 2013 If you use the BIS ambient anim combat function you can actually pass a condition on which the loop should be left and the unit goes back to normal again. [someGuy, "PRONE_INJURED", "ASIS", {player distance someGuy < 5}, "AWARE"] call BIS_fnc_ambientAnimCombat; It looks smooth, at least with the "SIT" animation. Share this post Link to post Share on other sites
cobra4v320 27 Posted October 11, 2013 If you use the BIS ambient anim combat function you can actually pass a condition on which the loop should be left and the unit goes back to normal again. [someGuy, "PRONE_INJURED", "ASIS", {player distance someGuy < 5}, "AWARE"] call BIS_fnc_ambientAnimCombat; It looks smooth, at least with the "SIT" animation. That will throw an error, you can only use a couple of animations with ambientAnimCombat. 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) ---------- Post added at 17:29 ---------- Previous post was at 17:28 ---------- If you use BIS_fnc_ambientAnim you can use these: 1: STRING - animation set id, describing what the unit's action looks like. > "STAND" - standing still, slightly turning to the sides, with rifle weapon > "STAND_IA" - standing still, slightly turning to the sides, with rifle weapon > "STAND_U1-3" - standing still, slightly turning to the sides, no weapon > "WATCH1-2" - standing and turning around, with rifle weapon > "GUARD" - standing still, like on guard with hands behing the body > "LISTEN_BRIEFING" - standing still, hands behind back, recieving briefing / commands, no rifle. > "LEAN_ON_TABLE" - standing while leaning on the table > "LEAN" - standing while leaning (on wall) > "BRIEFING" - standing, playing ambient briefing loop with occasional random moves > "BRIEFING_POINT_LEFT" - contains 1 extra pointing animation, pointing left & high > "BRIEFING_POINT_RIGHT" - contains 1 extra pointing animation, pointing right & high > "BRIEFING_POINT_TABLE" - contains 1 extra pointing animation, pointing front & low, like at table > "SIT1-3" - sitting on chair or bench, with rifle weapon > "SIT_U1-3" - sitting on chair or bench, without weapon > "SIT_AT_TABLE" - sitting @ table, hands on table > "SIT_HIGH1-2" - sitting on taller objects like a table or wall, legs not touching the ground. Needs a rifle! > "SIT_LOW" - sitting on the ground, with weapon. > "SIT_LOW_U" - sitting on the ground, without weapon. > "SIT_SAD1-2" - sitting on a chair, looking very sad. > "KNEEL" - kneeling, with weapon. > "PRONE_INJURED_U1-2" - laying wounded, back on the ground, wothout weapon > "PRONE_INJURED" - laying wounded & still, back on the ground, with or without weapon > "KNEEL_TREAT" - kneeling while treating the wounded > "REPAIR_VEH_PRONE" - repairing vehicle while laying on the ground (under the vehicle) > "REPAIR_VEH_KNEEL" - repairing vehicle while kneeling (like changing a wheel) > "REPAIR_VEH_STAND" - repairing/cleaning a vehicle while standing Try using this: [this, "PRONE_INJURED", "NONE"] call BIS_fnc_ambientAnim; Share this post Link to post Share on other sites
IndeedPete 1038 Posted October 11, 2013 Ah, okay, sorry my bad. I used it for "SIT" only and assumed that it would rely on the same set of animations. However, you can't pass any condition to BIS_fnc_ambientAnim to end it. Is there some way to break these loops in a smooth way? Share this post Link to post Share on other sites
cobra4v320 27 Posted October 11, 2013 If you want to take the unit out of the animation state try this: {dude enableAI _x} forEach ["ANIM","AUTOTARGET","FSM","MOVE","TARGET"]; detach dude; dude switchMove ""; Share this post Link to post Share on other sites
IndeedPete 1038 Posted October 11, 2013 Thank you, i'll keep that in mind! Share this post Link to post Share on other sites
IndeedPete 1038 Posted November 14, 2013 If you want to take the unit out of the animation state try this: {dude enableAI _x} forEach ["ANIM","AUTOTARGET","FSM","MOVE","TARGET"]; detach dude; dude switchMove ""; I have tried different versions of this code but it doesn't work. The unit will start to struggle between the animation loop and its normal behaviour. Any other ideas out there on how to break the loop? Share this post Link to post Share on other sites
IndeedPete 1038 Posted November 14, 2013 Got a workaround by just deleting the unit and creating / setPosing the same kind of dude on the spot of the deleted one. It's not really elegant but it works. Would still be interested in ideas on how to solve this. Share this post Link to post Share on other sites
zapat 56 Posted November 14, 2013 (edited) playAction "AgonyStop" ? Edit: Sorry, I just read the first some posts... This goes to OP. Edited November 14, 2013 by zapat Share this post Link to post Share on other sites