Jump to content
Sign in to follow this  
POLPOX

POLPOX's Calm Animations Script

Recommended Posts

This script will not be updated.

POLPOX's Calm Animations Script

This script can make calm animation for some units.

If they under combat, they cancel calm animation.

You can force abort animations by change variable "PLP_calmSoldier_abort" to true.

How To Use

_nil = [unit,Option Name,[Equipments name,Weapon,NVG],React] execVM "PLP_calmSoldier.sqf"

Parameters are:

0: OBJECT - unit
1: STRING - mode
>"STAND" - Standing
>"STAND_RIFLE" - Standing, with rifle
>"STAND_TABLE" - Standing, hands on table
>"HANDS_BACK" - Standing, hands on back
>"LEAN" - Standing, lean on wall with rifle
>"PATROL" - Standing, patrolling with rifle
>"BRIEFING" - Standing, hands on knee
>"TALK" - Standing, hands move
>"EASE" - Standing, ease
>"EXERCISE_PUSH" - Exercising, push up
>"EXERCISE_KNEE" - Exercising, knee bend
>"REPAIR_KNEEL_1" - Kneeling repair#1
>"REPAIR_KNEEL_2" - Kneeling repair#2
>"REPAIR_PRONE_1" - Repairing on one's back#1
>"REPAIR_PRONE_2" - Repairing on one's back#2
>"REPAIR_STAND" - Standing assembly
>"SIT" - On chair
>"SIT_RIFLE" - On ground, with rifle
>"SIT_LOW" - On ground
>"SIT_LOW_SAD" - On ground, sad
>"SIT_HIGH" - On high ground
>"SIT_TABLE" - On chair, hands on table
>"TREAT_WOUND" - Treating wounds
>"WOUND_1" - Wounding#1, they don't react for enemy
>"WOUND_2" - Wounding#2, they don't react for enemy
>"SHOOTING_STAND" - Shooting, stand
>"SHOOTING_KNEEL" - Shooting, kneel
>"SHOOTING_PRONE" - Shooting, prone
>"SHOOTING_STANDK" - Shooting, stand first, they will change to kneel
>"SHOOTING_KNEELS" - Shooting, kneel first, they will change to stand
>"DEAD" - Dead state
2: ARRAY - (optional)
0: STRING - (optional) equipments
>"NONE" - None equipments
>"VEST" - Vest only
>"HAT" - Hat only
>"FULL" - Vest, Hat
>"NO_TOUCH" - No change
>"DEFAULT" - They vary with change equipments (default)
1: STRING or BOOLEAN - weapons
>"NONE" - No weapons
>"RIFLE" - No change
>"DEFAULT" - They vary with change weapons (default)
>true - Has weapon
>false - No weapon
2: BOOLEAN - (optional) has nv goggles (default:true)
3: BOOLEAN - The unit cannot react? (optional, default:false)

Movie

Changelog

2014/11/06 - V2.0

+Re-write script

+Add some option

*File size down

2014/09/06 - V1.2

+Add some options

+Add new parameters(Equipments,Weapon,NVG)

+Add example mission

*Change some code

*More spaghetti:yay:

2014/08/29 - V1.1

+Correspondence to civilians(Unarmed units)

*Fix some bug

*Change code to spaghetti:(

2014/08/20 - V1.0

*Release

Download

Here.(My Google Drive)

Old Version

How To Use

_nil = [unit,Option Name,[Equipments name,Weapon,NVG]] execVM "PLP_calmSoldier.sqf"

Parameters are:

0: OBJECT - unit
1: STRING - mode
>"STAND" - Standing
>"STAND_RIFLE" - Standing, with rifle
>"STAND_TABLE" - Standing, hands on table
>"HANDS_BACK" - Standing, hands on back#1
>"HANDS_BACK_2" - Standing, hands on back#2
>"LEAN" - Standing, lean on wall with rifle
>"PATROL" - Standing, patrolling with rifle
>"BRIEFING" - Standing, hands on knee
>"TALK" - Standing, hands move
>"REPAIR_KNEEL_1" - Kneeling repair#1
>"REPAIR_KNEEL_2" - Kneeling repair#2
>"REPAIR_PRONE_1" - Repairing on one's back#1
>"REPAIR_PRONE_2" - Repairing on one's back#2
>"REPAIR_STAND" - Standing assembly
>"SIT" - On chair
>"SIT_LOW" - On ground, with rifle
>"SIT_HIGH" - On high ground
>"SIT_TABLE" - On chair, hands on table
>"TREAT_WOUND" - Treating wounds
>"WOUND_1" - Wounding#1, they don't react for enemy
>"WOUND_2" - Wounding#2, they don't react for enemy
>"SHOOTING_STAND" - Shooting, stand
>"SHOOTING_KNEEL" - Shooting, kneel
>"SHOOTING_PRONE" - Shooting, prone
>"SHOOTING_STANDK" - Shooting, stand first, they will change to kneel
>"SHOOTING_KNEELS" - Shooting, kneel first, they will change to stand
2: ARRAY - (optional)
0: STRING - (optional) equipments
>"NONE" - None equipments
>"LITE" - Vest only
>"HAT" - Hat only
1: BOOLEAN - (optional) has weapon (default:true)
2: BOOLEAN - (optional) has nv goggles (default:true)

Example mission

Here.(My Google Drive)

Download

Here.(My Google Drive)

Edited by POLPOX

Share this post


Link to post
Share on other sites
Guest

Release frontpaged on the Armaholic homepage.

================================================

You are not registered on Armaholic, or at least not that we are aware of. In the future we offer the possibility to authors to maintain their own pages.

If you wish to be able to do this as well please register on Armaholic and let me know about it.

This is not mandatory at all! Only if you wish to control your own content you are welcome to join, otherwise we will continue to follow your work like we have always done ;)

When you have any questions already feel free to PM or email me!

Share this post


Link to post
Share on other sites

I'm sorry guys for the baddest quality video (but it was just .gif... why?) and I was updated for friends in Aug 25, but I wasn't update the sample codes. I'm really sorry!

And I will remake the video.

Share this post


Link to post
Share on other sites

try "STAND" instead of STAND

notice the ""

if that doesn't work, try: nul = [officer, "STAND"] execVM ....

btw i tried it out and it's pretty cool, i just ran across an issues:

when the guys get shot at, they stop the animation and all, but they don't turn around. they just shoot you when you are in front of them, if you come from the side they won't turn and just wait to get get shot...

Share this post


Link to post
Share on other sites

Do civs / unarmed AI have access to a similar ambient animation set?? I dont remember seeing one. I hate how my civ just stand there like an unhip mannequin.

Share this post


Link to post
Share on other sites

>B.A.Verrecus

Hmm... Please tell me about the parameters. Maybe the causes are enableAI was not work or the animation was wrong... yup, I'll try to find the cause.

>IconoclastDX

Oh, I'm intresting for civilians. Okay, I'll work for it.

Share this post


Link to post
Share on other sites

i've done some more playing around.

the ai not turning or moving can be avoided by grouping them together. if this was intended anyway, a note in the "how to use" would be great.

if not grouped the not turning/moving happens only with some of the animations. if i find the time today i'll test it further and let you know wich ones exactly are not working.

also i came across two more issues.

1.) when i shoot someone i get a scripting error. "type any, expected number" in line 269. the script still seems to continue running(the not-shot units stop their animations), so my guess is that this is for the unit that got killed.

2.) when units stop with with both animations for prone repair, they don't get up like the others. they seem to die but also not totally. what i am trying to say is that they lay on the ground like they would be dead but their heads are turning around and in some situations even the whole (dead) body was turning around.

if i get my recording software running, i might be able to make a video to explain it properly.

Share this post


Link to post
Share on other sites

>IconoclastDX

I'm working for civilians, but there is some bug, and to remove bug is too dificult... Maybe to fit civilians animations are need more times...

>B.A.Verrecus

Thank you for your report. My test is not enough... No.1 is maybe fixed. No.2 is not appear on my Arma3. I'm working for they.

Share this post


Link to post
Share on other sites

I updated! Civilians! and I made new fine quality video!:yay: Don't even say bad quality:angryfire:!

Share this post


Link to post
Share on other sites

Haha, I haven't had a chance to use yet but just saw the movie, nice!

Share this post


Link to post
Share on other sites

Thumbs up. Works great for me. Now my civs are all hip and leanin' swag like. Great script! Will use this in every mission.

Pic!

(btw, had to disable collision to get the lean right. Probably not the correct way to do it but it works ok.)

Upon further paying, civs don't respond to blufor. Meaning they don't exit their animations for blufor gunshots or deaths. They DO exit for opfor shots and deaths. Actually, they will exit for opfor ANYTHING, even seeing an opfor will cause civ to exit and flee (normal civs do not flee when they see opfor). In fact, they will not even enter the animation if they see an opfor. Not sure why this is as you don't have any faction scripts in your code that I saw. However, civs are notoriously bad with combat related scripts and don't have the FSMs and don't respond correctly to many scripts.

Edited by IconoclastDX

Share this post


Link to post
Share on other sites

>IconoclastDX

I think you can solve the problem with this code:

civilian setFriend [blufor,0] ;

Share this post


Link to post
Share on other sites

I like this addon, it makes stealth missions even more immersive because the soldiers don't just stand up and watching in front of them.

Unfortunately, i can't get it work in multiplayer. :(

Share this post


Link to post
Share on other sites

Maybe

if !isServer exitWith {};

on the beginning of the whole script?

Share this post


Link to post
Share on other sites
Maybe

if !isServer exitWith {};

on the beginning of the whole script?

Sure, I think it's necessary.

But there is another thing because it still doesn't work.

Edited by Olicarnage

Share this post


Link to post
Share on other sites

Version up! Shooting range!

2014/09/06 - V1.2

+Add some options

+Add new parameters(Equipments,Weapon,NVG)

+Add example mission

*Change some code

*More spaghetti

Share this post


Link to post
Share on other sites
Guest

New version frontpaged on the Armaholic homepage.

================================================

You are not registered on Armaholic, or at least not that we are aware of. In the future we offer the possibility to authors to maintain their own pages.

If you wish to be able to do this as well please register on Armaholic and let me know about it.

This is not mandatory at all! Only if you wish to control your own content you are welcome to join, otherwise we will continue to follow your work like we have always done ;)

When you have any questions already feel free to PM or email me!

Share this post


Link to post
Share on other sites

Many thanks for this script!

It alieviates the "robotness" of AI.

I have a question/suggestion for a future implimentation if you consider working further on this script....

Would it be possible somehow to assign a random animation on units somehow?Rather than the mission maker making them animate a set way it would be great to see/feel like these ai have "a mind of their own" ;)

none the less more than happy to set AI to life with these anims.

Thanks again

Share this post


Link to post
Share on other sites

Is there any possibility to get this script that gives random animations to AI units that stand still in calm pose?

Share this post


Link to post
Share on other sites

Just wanted to thank you for this awesome piece.

The sitting animation looks like he is standing up and immediately being switched to sitting animation again on some clients.

if you want to execute this in ZEUS (and every client can see it) use this:

[[[unit,Option Name,[Equipments name,Weapon,NVG]], "scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM", true, true] call BIS_fnc_MP;

for example:

[[[this, "STAND"], "scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM", true, true] call BIS_fnc_MP;

P.S.

Yes, this works in MP.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×