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Kydoimos

Disable Animations yet Allow Head Movement

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Does anybody know if there is a way to disable movement for a player and yet still allow the head to move (with mouse input). A handful of animations allow for this feature, but is there a way it can be scripted?

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Maybe something like:

while {true} do {
 if (animationState player != "animationYouWantToBeStuckIn") then {
player switchMove "animationYouWantToBeStuckIn"};
};

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Thanks - I'll give that a go! Is there a way I can re-enable movement too, via a script like the one posted above? Helpful response, again, many thanks!

---------- Post added at 17:40 ---------- Previous post was at 16:58 ----------

Nice try Arctor - no dice, I'm afraid. Funny effect though, you can glide around in the animation. :p

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I have pretty much the same question. Currently I am trying to recreate the campaign hub intro, where the player walks into the base and can only look around with the head. I've managed it to fiddle the walking and all that turf together, but the head movement is a mystery to me. I've searched the forum for a while now and also tried Google here and there, but I wasn't able to find anything that might give me a hint or two with this.

Edited by Lexx

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On 17-11-2013 at 6:40 PM, Kydoimos said:

Thanks - I'll give that a go! Is there a way I can re-enable movement too, via a script like the one posted above? Helpful response, again, many thanks!

---------- Post added at 17:40 ---------- Previous post was at 16:58 ----------

Nice try Arctor - no dice, I'm afraid. Funny effect though, you can glide around in the animation. :p

I'm pretty late on this one but if you use playmove instead of switchmove it seems to work. And by the way the sliding thing is pretty fun! if only the camera wouldn't glitch that much...

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:D Always good to re-read an old post (2013, wow!) - thank you for your reply, draoth. Free head movement's defined in the animation's config:

headNo[] = {};

https://community.bistudio.com/wiki/CfgMoves_Config_Reference#headNo.5B.5D
 

Some animations allow it, while others don't. This can be worked around however, by re-defining the animation in a new animation config entry.  

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A dynamic way would be to handle WASD key strokes while this "free-look only mode" is active.

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