Undeceived 392 Posted October 21, 2014 (edited the topic name to reflect newer state of knowledge.) Does anyone know where this ugly animation comes from and how to prevent it?? I scripted the death of this unit in a cutscene. Video (ugly animation) In other situations the "normal" (ragdoll) animation is played, but not here. And I have no idea what makes it come. Share this post Link to post Share on other sites
jshock 513 Posted October 21, 2014 Could you be more specific on how you scripted the unit's death? As in provide us the code you used to accomolish that. Share this post Link to post Share on other sites
f2k sel 164 Posted October 21, 2014 I don't think that is as bad as the raised static gunner animation. It's playing way to fast. Share this post Link to post Share on other sites
Undeceived 392 Posted October 21, 2014 Could you be more specific on how you scripted the unit's death? As in provide us the code you used to accomolish that. Yes sir. :) unit setdammage 1; Share this post Link to post Share on other sites
jshock 513 Posted October 21, 2014 (edited) Yes sir. No need to sir me.... But yeah, the setDamage code is the "quick" way of killing a unit, have you looked through the animations viewer to see if there may be another "cleaner" way of doing it, then play that animation, then set the unit to full damage? Or use: playActionNow With the one of the action defined on this page. i.e. unit playActionNow "Die";//<<Yes that is an actual action...easiest naming convention I've seen yet :D Edited October 21, 2014 by JShock Share this post Link to post Share on other sites
Undeceived 392 Posted October 21, 2014 (edited) AFAIK there are no death anims in Arma 3 because BIS thought that ragdoll would be the answer to every problem. I tried the setDamage command changing the location createvehicl'ing a explosion at the unit ... nothing different. Then I open a new mission, try the same and the proper ragdoll anim is played... Hmm. :confused: EDIT: Saw your edit, JShock. The interesting is that this playActionNow "Die" plays exactly that ugly death animation. So if anyone wants it, now we know a way to have it. :D :D Thanks for your suggestions and help btw! Edited October 21, 2014 by Undeceived Share this post Link to post Share on other sites
jshock 513 Posted October 21, 2014 Since it's a cutscene you could look into unit capture, I haven't personally used it, but if the guy that goes down is supposed to get shot by a sniper or something of the sorts, you could do a unit capture of when the sniper shoots him that way it's a more proper ragdoll death, than instant. Share this post Link to post Share on other sites
Undeceived 392 Posted October 21, 2014 Well, it's a nasty bug, I would say. It only occours in the intro and outro sections of the mission. Here's a small sample mission. Load it in the editor and launch the intro, outro and the actual mission section. In the mission the unit should ragdoll to death, in the intro/outro it plays the ugly animation. https://www.mediafire.com/?w0oa1o5dq438yiy But how can that be?! I mean: Is it a bug introduced in the latest version or does no one else have deaths in their intros and outros? :D I mean - I never have heard of this problem. Share this post Link to post Share on other sites
Gunter Severloh 4071 Posted October 21, 2014 Way i see it is, its not a bug, but a state. It would mean that the unit is alive in one moment, dead in the next, so its not actually a death as in dieing like getting shot or what have you, this setdamage 1; or unit setdamage 1; is like an on off switch so again the soldier isn't actually dieing thats why you see him go down so quick, for what your trying to do for a cutscene as you already have figured out set damage command wouldn't be the right command to use. If you were to come onto a battlefield where there was combat and you see dead bodies then set damage could work as it puts the units in a dead state, although ideally ragdoll effects would look better imo. Just my thoughts. Share this post Link to post Share on other sites
Undeceived 392 Posted October 21, 2014 Günter, I tested it again and it doesn't matter if I script him dead, let him be shot by an AI oder let rain bombs on him. The "ugly" anim will always be there in the intro / outro section, and will not be there in the mission section. Any more ideas? Share this post Link to post Share on other sites
dreadedentity 278 Posted October 21, 2014 setVelocity Share this post Link to post Share on other sites
johnnyboy 3797 Posted October 21, 2014 (edited) Maybe spawn a high caliber bullet directed at his head? Spawn a bulllet 1 meter from unit at head height. Set direction of bullet to point at unit. Setvelocity on bullet to a high velocity. You better fix this before the MANW deadline man! :) Are you sleeping at all this week? Edit: Didn't see your last post about not working when AI shoots him. So spawing a bullet won't work either. How about using a boat PASSENGER death animation. They have standing boat passenger animations that slump down when dead. Might look better. If they don't fall all the way to ground, then put an object next to unit (like a barrel or stack of cinder blocks) for them to slump/slide down on Edited October 21, 2014 by JohnnyBoy Share this post Link to post Share on other sites
Undeceived 392 Posted March 1, 2017 Sorry to dig up this old thread again, I just wanted to communicate that a good workaround is possible with A2C. There are some of the Arma 2 dead anims available that do the trick. Share this post Link to post Share on other sites
killzone_kid 1333 Posted March 1, 2017 The video is not available any more so no idea what it was all about Share this post Link to post Share on other sites
Undeceived 392 Posted March 1, 2017 Hi kk, just let someone die in the intro or outro section and you'll see it. No ragdoll but the "ugly anim" (if the problem is still there). Or launch this small example mission: http://www.mediafire.com/?w0oa1o5dq438yiy Share this post Link to post Share on other sites
Greenfist 1863 Posted March 1, 2017 I've noticed this too, but I always thought it was just some shoddy scripting. But it's definitely a bug - no ragdoll in intro phase: 2 Share this post Link to post Share on other sites
Undeceived 392 Posted March 1, 2017 Nice gif. :D Btw there is a entry in the feedback tracker too from Nov 15. https://feedback.bistudio.com/T84773 Share this post Link to post Share on other sites