uncle_fedor 11 Posted August 14, 2015 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
IndeedPete 1038 Posted August 14, 2015 And what did you try? Share this post Link to post Share on other sites
uncle_fedor 11 Posted August 14, 2015 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
IndeedPete 1038 Posted August 14, 2015 Maybe the dance animations were never meant to work with players. Share this post Link to post Share on other sites
uncle_fedor 11 Posted August 14, 2015 i think solved by myself player switchMove "ActsPercMstpSnonWnonDnon_DancingDuoStefan"; player playMoveNow "ActsPercMstpSnonWnonDnon_DancingDuoStefan";and anim worksthx for pack :) Share this post Link to post Share on other sites
serjames 357 Posted September 16, 2015 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
IndeedPete 1038 Posted September 16, 2015 https://www.youtube.com/watch?v=vfPYsRE23L0 2 Share this post Link to post Share on other sites
jordanbache97 47 Posted September 16, 2015 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
serjames 357 Posted September 16, 2015 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
IndeedPete 1038 Posted September 16, 2015 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
jordanbache97 47 Posted September 16, 2015 Cheers guys. Jordan. Share this post Link to post Share on other sites
Undeceived 392 Posted October 29, 2015 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
IndeedPete 1038 Posted October 29, 2015 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
Undeceived 392 Posted October 29, 2015 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
IndeedPete 1038 Posted October 30, 2015 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
Undeceived 392 Posted November 2, 2015 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
IndeedPete 1038 Posted November 2, 2015 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
IndeedPete 1038 Posted November 2, 2015 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
Undeceived 392 Posted November 2, 2015 :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
Kydoimos 916 Posted November 2, 2015 :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
Undeceived 392 Posted November 3, 2015 Hehe, kyd, you could start frm the bottom of my list and I start from the top! :D 😠Share this post Link to post Share on other sites
Undeceived 392 Posted March 19, 2016 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
IndeedPete 1038 Posted March 19, 2016 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
IndeedPete 1038 Posted March 24, 2016 Update. Thanks to Undeceived, we got over 65 new animations ported! Version: 1.02Changelog 1.02 - 24.03.2016 ADDED: Over 65 new animations thanks to Undeceived.LicenseAnimations 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. DownloadDropbox v1.02Steam Workshop v1.02 (Addon Only, No Sources) 2 Share this post Link to post Share on other sites
Undeceived 392 Posted March 24, 2016 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