POLPOX 778 Posted December 6, 2015 The gear selection cases for: case "NONE", case "FULL", case "MEDIUM" and case "LIGHT" do not work correctly. Instead, they randomise the 'vests' and 'headgear'. Case "ASIS" does work correctly. Oi, what? Ah, This is bad. Seems I leave the issue for a while. Unfortunately, my motivation was broken for some reason. Then, there is fix. if (toUpper _option != "ASIS") then { private "_finalGear" ; _unit unassignItem hmd _unit ; if (_option == "RANDOM") then { _finalGear = _gears call BIS_fnc_selectRandom ; } else { _finalGear = _option ; } ; if (!_hasWeapon) then { _unit removeWeapon primaryWeapon _unit ; } ; Paste this at same position. It work well, isn't it? Share this post Link to post Share on other sites
narrundo 11 Posted February 8, 2016 hey guys any example for applying this script on MP missions ? havent get any worked on MP but in SP it run so smooth. and polpox is possible to add shooting animation just like in your old calm animation to this version ? would be great if you add it again :) looking forward for it :) EDIT : figured out how to use it. Now the problem is AI scripted with plp_calmSoldier.sqf will disappear when someone joining dedicated server or JIP. anyone know how to fix this ? Share this post Link to post Share on other sites
POLPOX 778 Posted May 22, 2016 Is anyone looking the topic? Of course, the answer is no. Wait, are you looking? Anyway, I announce the new calm animations script project(3.0) is now under developpement. Includes new randomize methods and scalability and maybe less file size than any older calm animations script. Stay tuned:) 1 Share this post Link to post Share on other sites
anfo 118 Posted June 3, 2016 Wait, are you looking? Yes! lol Share this post Link to post Share on other sites
Guest Posted June 6, 2016 //// UNIT INITIALIZATION// if (isNil "_swap") then { //Three new lines below added _center = createCenter sideLogic; _group = createGroup _center; _attachDummy = _group createUnit ["LOGIC", [0, 0, 0], [], 0, "NONE"]; //_attachDummy = "Logic" createVehicleLocal [0,0,0]; _attachDummy setPosATL getPosATL _unit ; _attachDummy setDir getDir _unit ; I felt I should mention that I may have found the issue with your script causing units to disappear in Mp (at least on a dedicated server). I added the three extra lines there at the shown location in the script : _center = createCenter sideLogic; _group = createGroup _center; _attachDummy = _group createUnit ["LOGIC", [0, 0, 0], [], 0, "NONE"]; and commented out the original CreateVehicleLocal line. It seems that the CreateVehicleLocal trying to spawn a gamelogic in Mp is failing, therefore probably trying to attach the units to a non-existing object (something like that anyhow). Although I am using a somewhat modified form of the animation script for my Ai System which uses separate client and server versions and the attaching to the gamelogic is only done on the server side, as soon as I made the above shown changes the disappearing units stopped happening, and Jip has been working as well. /Edit I mentioned that I am using the above code on server side only because I don't know if it may work properly if ran on all systems, I'm executing a server side version of the script first and then allowing the clients to run after it. Anyhow, hope this helps. Share this post Link to post Share on other sites
POLPOX 778 Posted June 21, 2016 I found some useful animations for the script in the Apex, so I decided to add them to v3. Maybe I can show you guys the scripts in early July. 2 Share this post Link to post Share on other sites