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POLPOX's calm animations 2.0 script

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I'm back! POLPOX's calm animations 2.0 script is now available!

 

Parameters:

Parameter(s):
0: OBJECT - unit
1: STRING - mode
>"STAND" - Standing, with rifle
>"STAND_U" - Standing
>"WATCH" - Standing, patrolling with rifle
>"GUARD" - Standing, hands on back
>"LISTEN_BRIEFING" - Standing, listening
>"LEAN" - Standing, lean on wall with rifle
>"LEAN_ON_TABLE" - Standing, hands on table
>"BRIEFING" - Briefing
>"BRIEFING_POINT_RIGHT" - Briefing, sometime point right
>"BRIEFING_POINT_LEFT" - Briefing, sometime point left
>"BRIEFING_POINT_TABLE" - Briefing, sometime point table
>"TALKING" - Standing, hands move
>"KNEEL" - Kneeling, with rifle
>"KNEEL_U" - Kneeling
>"WAMUP" - Warm up, with rifle
 
>"REPAIR_VEH_PRONE" - Proning repair
>"REPAIR_VEH_KNEEL" - Kneeling repair
>"REPAIR_VEH_STAND" - Standing repair
 
>"SIT" - On chair, with rifle
>"SIT_U" - On chair
>"SIT_LOW" - On ground, with rifle, available smootly in
>"SIT_LOW_U" - On ground, available smootly in
>"SIT_SAD" - On ground
>"SIT_HIGH1" - On high ground#1
>"SIT_HIGH2" - On high ground#2, available smootly in
>"SIT_AT_TABLE" - On chair, hands on table
>"CUFFED" - On ground, hands back, can't react
 
>"KNEEL_TREAT1" - Treating wounds#1, available smootly in
>"KNEEL_TREAT2" - Treating wounds#2, available smootly in
>"PRONE_INJURED" - Wounding, with rifle and don't react
>"PRONE_INJURED_U1" - Wounding#1
>"PRONE_INJURED_U2" - Wounding#2
>"DEAD" - Dead state, on flatground
>"DEAD_AT_WALL" - Dead state, at wall
2: BOOL - smoothly in
3: STRING - (optional) gear option
>"LIGHT" - no vest, no helmet
>"MEDIUM" - no helmet
>"FULL" - fully loaded
>"ASIS" - no change
>"RANDOM" - (default) randomize
4: ARRAY - (optional) auto attach option
0: OBJECT - object which attach unit
1: ARRAY - offset of attach object

Video:

 

Download:

 

FAQ:

Question: I am using a animation, but it gone wrong. why?

Answer: Are you using "smoothly in"? If the unit have a rifle, smoothly in will gone wrong.

 

Question: How can I use auto attach option?

Answer: In default, the unit is attached to invisible object. Auto attach option will replace it. If you want the unit to attach an object, just type the object's name like attachTo.

 

Some examples:

  •  
  • To just standing without rifle:
    [<Object Name Here>,"STAND_U"] execVM "plp_calmSoldier2.sqf"
  •  
  • To sitting on flatground:
    [<Object Name Here>,"SIT_LOW"] execVM "plp_calmSoldier2.sqf"
  •  
  • To sitting a "Land_CampingChair_V2_F":
    [<Object Name Here>,"SIT",false,[<Chair Name Here>,[0,0,-0.5],180]] execVM "plp_calmSoldier2.sqf"
  •  
  • To patrolling until an object killed:
    [<Object Name Here>,"WATCH",false,nil,"!alive <Object Name Here>"] execVM "plp_calmSoldier2.sqf"
  •  

 

Change log:




v2.4: fifth release, new arguments
Added: New argument attach direction
Added: New argument custom condition
Tweaked: End script
Fixed: "SIT_LOW_U" animation gone wrong
 
v2.31: hotfix
Fixed: Missed syntax for "SIT_LOW"
 
v2.3: fourth release, MP update
Added: New animations for "SIT_LOW","KNEEL"
Added: MP support with BIS_fnc_MP, I hope it work well
 
v2.2: third release
Added: New animation "KNEEL_U"
Added: New animation "CUFFED" (He can't react for any activity, use setVariable for "PLP_calmSoldier_abort" to abort)
Added: New animations for "STAND_U"
Tweaked: End script
Fixed: Shamed misspell
Deleted: Shared animations for "BRIEFING_POINT_..."
 
v2.11: hotfix
Fixed: End script and its delete commentout
 
v2.1: second release
Added: New animation "DEAD_AT_WALL"
Added: New animation "WARMUP"
Changed: Changed animation ID "KNEEL_TREAT1" to "KNEEL_TREAT_U"
Changed: Changed animation ID "KNEEL_TREAT2" to "KNEEL_TREAT"
Tweaked: Loop event handler
Tweaked: Execution script
Tweaked: Dead script
Tweaked: Attach script
Tweaked: End script
Tweaked: Smooth in script
Known issue: "SIT_LOW_U" and "SIT_HIGH2" may do wrong animation
 
v2.0: first release
Note: This script is not comatible with old calm animations.
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Awesome. Does this work in multiplayer as well?

Not now, but it must be work. Just wait!

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Release frontpaged on the Armaholic homepage.

news_download_a3_3.png

calm animations 2 v2.0

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

You are not registered on Armaholic, or at least not that we are aware of. Soon 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!

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Version 2.1 is now available.

 

 

v2.1: second release
Added: New animation "DEAD_AT_WALL"
Added: New animation "WARMUP"
Changed: Changed animation ID "KNEEL_TREAT1" to "KNEEL_TREAT_U"
Changed: Changed animation ID "KNEEL_TREAT2" to "KNEEL_TREAT"
Tweaked: Loop event handler
Tweaked: Execution script
Tweaked: Dead script
Tweaked: Attach script
Tweaked: End script
Tweaked: Smooth in script
Known issue: "SIT_LOW_U" and "SIT_HIGH2" may do wrong animation

 

Remember: this is not stable version!

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New version frontpaged on the Armaholic homepage.

news_download_a3_3.png

calm animations 2 v2.1

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

You are not registered on Armaholic, or at least not that we are aware of. Soon 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!

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Version 2.11 hotfix is available.

 

 

v2.11: hotfix

Fixed: End script and its delete commentout

It's fail to make sure.

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Ok, thanks!

 

Btw. you didn't update the version number in the script. It's still 2.0

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Btw what exactly does the "smootly in" parameter do?

If smootly in is enabled, he will animate insertion animation before calm animation.

for example, if enabled it with "SIT_LOW" results

 

Stand(default) state -> [Execute] -> Sitting motion -> Calm animation

 

btw, i found missed spell :P

 

and also, 2.0 means "this is not old one". So this not mean much!

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I am under the dilemma, which is not detect for friend dead bodies and detect under fire. hmmm, how can i take both ways?

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Updated! Version 2.2 is available.

 

 

v2.2: third release

Added: New animation "KNEEL_U"
Added: New animation "CUFFED" (He can't react for any activity, use setVariable for "PLP_calmSoldier_abort" to abort)
Added: New animations for "STAND_U"
Tweaked: End script
Fixed: Shamed misspell
Deleted: Shared animations for "BRIEFING_POINT_..."

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New version frontpaged on the Armaholic homepage.

news_download_a3_3.png

calm animations 2 v2.2

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

You are not registered on Armaholic, or at least not that we are aware of. Soon 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!

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Sorry for too late cause I bought Door Kickers and enjoyed it and ruined my time, and something like Eden... *cough* Well, version 2.3 is now live.

 

v2.3: fourth release, MP update

Added: New animations for "SIT_LOW","KNEEL"
Added: MP support with BIS_fnc_MP, I hope it work well

MP support is not tested on any server, if you find an issue, then report me!

  • Like 1

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New version frontpaged on the Armaholic homepage.

news_download_a3_3.png

calm animations 2 v2.3

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

You are not registered on Armaholic, or at least not that we are aware of. Soon 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!

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It would be useful if you included a few examples in the script of how to apply this script. As you did with earlier iterations.

I used the previous scripts and have just switched over my mission to use the new version and I can't work out what you've changed with regards to the INIT input.

 

Edit:

 

So far I have had no luck getting this to work.

The following are examples of what I have tried in the INIT of my unit:

_nil = [this,"STAND_U",nil,"MEDIUM"]execVM "Scripts\PLP-calmSoldier2.sqf";
_nil = [this,"STAND_U",false,"MEDIUM"]execVM "Scripts\PLP-calmSoldier2.sqf";
_nil = [this,"WATCH",false,"LIGHT"]execVM "Scripts\PLP-calmSoldier2.sqf";

Note that I keep all my scripts in a sub-folder 'Scripts'.

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Hotfix available. Download is take some doing, if you want DIY, add "," to line 248.

 

v2.31: hotfix

Fixed: Missed syntax for "SIT_LOW"

 

And...Electricleash, urm... your syntax is correct, but script name is wrong. The script isn't "PLP-calmSoldier2.sqf", not hyphen, underbar! "PLP_calmSoldier2.sqf" is correct.

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