Jump to content
IndeedPete

A2C - Arma 2 Cutscene Animations in Arma 3

Recommended Posts

Hello.

Help me, please, with dance moves like "ActsPercMstpSnonWnonDnon_DancingDuoStefan". Cant make it work in MP like altisRP.

Share this post


Link to post
Share on other sites

playMove, switchMove and etc.

its works fine with default moves, but not with new dances

 

I have EVH

(findDisplay 46) displayAddEventHandler ["KeyDown", "_this call ext_fnc_keyHandler"];

and if player press comb of keys - smth happening.

 

Like 

 

if ((_shift) && (vehicle player == player)) then
{
   //Pushup
   player playMove "AmovPercMstpSnonWnonDnon_exercisePushup"; 
};

May be i need to spawn a loop or smth?

Share this post


Link to post
Share on other sites

Maybe the dance animations were never meant to work with players.

Share this post


Link to post
Share on other sites

i think solved by myself

player switchMove "ActsPercMstpSnonWnonDnon_DancingDuoStefan";
player playMoveNow "ActsPercMstpSnonWnonDnon_DancingDuoStefan";
and anim works

thx for pack :)

Share this post


Link to post
Share on other sites

sorry Animation NOOB here....

 

How do I actually use these in-game - I assume they are for cut-scenes only etc ?

 

Anyone got a tutorial ?

 

SJ

Share this post


Link to post
Share on other sites

Another Animation N00B,

 

are all these are all compatible with multiplayer, so we wouldn't have to put anything like "Global" at the end or anything right?

 

Jordan.

Share this post


Link to post
Share on other sites

Mistergoodson tells me that "switchMove is a local command (so only the person issuing the command will see the animation).

 
If a script is local (i.e. not running on everyone), playMove should be used instead (to execute the animation on all clients)."

Share this post


Link to post
Share on other sites

Depends.

 

switchMove - Arguments Global, Effects Local, Means it needs to be run on all clients.

 

playMove - Arguments Local, Effects Global, Means it needs to be run on client where the unit is local.

Share this post


Link to post
Share on other sites

I have an animation that seems not to be included in your pack, IP:

 

c4coming2cdf_boleslavsky

 

Is an update planned in which it could be included?

 

Maybe I will find more (I began converting an Arma 2 campaign today).

Share this post


Link to post
Share on other sites

Yes, it does not seem to be part of it. I haven't planned any updates but that should be doable.

Share this post


Link to post
Share on other sites

Sounds great! Maybe you wait a little longer, as I'm finding more missing animations, as I progress in converting the campaign. :D

 

ActsPercMstpSnonWnonDnon_talking01

ActsPercMstpSnonWnonDnon_talking02

ActsPercMstpSnonWnonDnon_talking03

Share this post


Link to post
Share on other sites

Uhm, yeah. Just give me a list when you're done. I think it's better to update it in one take. Loved the Arma 2 campaign, can't wait to play it in A3. Just yesterday, I saw a stand-alone port of the Manhattan mission here on the forums.

Share this post


Link to post
Share on other sites

Actually I checked all campaign files and this list came up... :unsure: Please don't kill me.  :D 

 

How much work is needed for one anim? I would definitely help you if I knew how!

 

I need even more but for some I know for sure that I can find proper replacements in stock Arma 3. Maybe I can find replacements for more of them, hence I ask how much work is needed to convert a single one.

 

There are death animations in the list too, but they are very important because of this bug --> http://feedback.arma3.com/view.php?id=26407(but also because they fit into the cutscene).

 

 

ActsPercMstpSnonWnonDnon_talking01

ActsPercMstpSnonWnonDnon_talking02

ActsPercMstpSnonWnonDnon_talking03

ActsPercMstpSnonWnonDnon_talking01a

ActsPercMstpSnonWnonDnon_talking04

promitac_c0briefing_otazky_loop6

promitac_c0briefing_otazky_loop2

AidlPercSnonWnonDnon_talk4

AidlPercSnonWnonDnon_talk3

c7a_bravoTleskani_idle5

AmovPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon

c4coming2cdf_boleslavsky

c4coming2cdf_begunov

ActsPercMstpSnon_damsel_idle01 (Female)

ActsPercSnonWnonDnon_tableSupport_TalkB

AdthPercMstpSnonWnonDnon_3

c7a_bravoTOerc_idle8

AdthPercMstpSnonWnonDnon_A1

AdthPercMstpSnonWnonDnon_3

AdthPercMstpSnonWnonDnon_2

AdthPercMstpSnonWnonDnon_1

AdthPercMstpSlowWrflDnon_4

AdthPercMrunSlowWrflDf_A1

AdthPercMstpSlowWrflDnon_8

AdthPsitMstpSnonWnonDnon_forgoten

AdthPercMstpSnonWnonDnon_A3

AdthPknlMstpSlowWrflDnon_A1

AdthPercMrunSlowWrflDf_A3

AdthPercMrunSlowWrflDf_A2

AdthPercMstpSrasWrflDnon_32

AdthPercMstpSlowWrflDnon_r12

AdthPknlMwlkSrasWlnrDf_1

AdthPknlMstpSrasWpstDnon_2AmovPercMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon

AidlPpneMstpSnonWnonDnon_SleepA_death

AidlPpneMstpSnonWnonDnon_SleepB_sleep2

AidlPpneMstpSnonWnonDnon_SleepC_sleep

UnaErcPoslechVelitele2

poslouchaniproslovgenerala_CsdrAidlPercMstpSnon_ruceVbok

poslouchaniproslovgenerala_CsdrAidlPercMstpSnon_ruceVbokA2

intro_delta3sedLoop

intro_delta3sedOut

sitRfl_L_BidleLoop

AidlPpneMstpSnonWnonDnon_SleepC_talk

AidlPpneMstpSnonWnonDnon_SleepC_sleep

AidlPpneMstpSnonWnonDnon_SleepC_killFly

AidlPpneMstpSnonWnonDnon_SleepC_standUp

CtsPercMstpSnonWnonDnon_idle31rejpaniVnose

CtsPercMstpSnonWnonDnon_idle33rejpaniVzadku

CtsPercMstpSnonWnonDnon_idle32podrbaniNanose

ActsPercMstpSlowWrflDnon_sceneNikitinDisloyalty_Kostey

CtsDoktor_Doktor_death

AsigPercMstpSlowWrflDnon_SendMenInAction

CtsDoktor_Doktor_sezeni2unaErc

ActsPercSnonWnonDnon_tableSupport_TalkIn

ActsPercSnonWnonDnon_tableSupport_TalkA

ActsPercSnonWnonDnon_tableSupport_TalkOut

c7a_bravo_dovadeni1

c7a_bravo_dovadeni3

c7a_bravoTleskani_idle5

 

 

What do you think?  :868:

Share this post


Link to post
Share on other sites

Do that shit yourself!!!!!!!111111 :D

 

No, it's not that much work to add an animation, it's just annoying copy-paste. You can of course do that yourself. Just download BI's ALDP_A2_PBOs_APL data packs. There you will find the animation files (*.rtm) and the original configs. Then you need to download the A2C sources from the first post (I think they're part of the release), copy the RTMs you need to the "anim" folder, and extend the class "States" in animations.hpp with the corresponding entries from the original Arma 2 configs. You'd only have to replace base classes and empty geometries sometimes. It's all there, trial and error are the way to go. ;)

 

Make sure to share your results here for everyone.^^

Share this post


Link to post
Share on other sites

Ah, and you might need to also port secondary animations in the ConnectTo / InterpolateTo attributes. I didn't really bother about the action sets, it works nontheless. Example:

class ActsPercMrunSlowWrflDf_FlipFlopPara: AmovPercMrunSlowWrflDf
{
	file = "\IP_A2C\anim\actspercmrunslowwrfldf_flipfloppara.rtm";
	speed = 0.32;
	looped = 0;
	//actions = "RifleLowStandActions_evasiveActions";
	ConnectTo[] = {"AmovPercMrunSlowWrflDf",0.01};
	InterpolateTo[] = {"AdthPercMrunSlowWrflDf_6",0.01};
};

Share this post


Link to post
Share on other sites

:D  Alright, I'll take a look at it. If I run into trouble, I'll get back here and ask.  :ph34r: 

Share this post


Link to post
Share on other sites

:D Good to see more animations there! I'm happy to lend a hand too, if you like - soon as I got a free minute!

Share this post


Link to post
Share on other sites

Hehe, kyd, you could start frm the bottom of my list and I start from the top! :D ðŸ˜

Share this post


Link to post
Share on other sites

and extend the class "States" in animations.hpp with the corresponding entries from the original Arma 2 configs.

 

 

 

One question on that: In which file are the original A2 configs?

I can only find those .bin files with all those symbols and stuffs. But as far as I can see it, there are no useful entries for the A3 animations.hpp.

 

Can you give me a hint?

 

Thanks....

Share this post


Link to post
Share on other sites

One question on that: In which file are the original A2 configs?

I can only find those .bin files with all those symbols and stuffs. But as far as I can see it, there are no useful entries for the A3 animations.hpp.

 

Can you give me a hint?

 

Thanks....

 

Use Eliteness to unbinarise the config.bins.

Share this post


Link to post
Share on other sites

Update. Thanks to Undeceived, we got over 65 new animations ported!

Version: 1.02

Changelog

1.02 - 24.03.2016

  • ADDED: Over 65 new animations thanks to Undeceived.

License
APL-SA.png
Animations sources are taken from Bohemia Interactive Studios' official licensed data packages. Content created by IndeedPete is published under the "Arma Public License Share Alike (APL-SA)". You are free to take or change anything you can use, just give me a mention in the credits.

Credits & Thanks


  • BIS for their tutorials and licensed data packages.
  • Undeceived for contributing to the project by adding new animations.

Download
Dropbox v1.02
Steam Workshop v1.02 (Addon Only, No Sources)

  • Like 2

Share this post


Link to post
Share on other sites

Just a small note, the new anims contain many of the good ol' death animations. Enough of relying on Arma 3's ragdoll - let your AI fall down the way YOU want it! :D

 

Other than that I added sleeping and beating animations, besides some others.

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

×