POLPOX 774 Posted August 27, 2015 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: here. 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. 2 Share this post Link to post Share on other sites
czack350 11 Posted August 27, 2015 Awesome. Does this work in multiplayer as well? Share this post Link to post Share on other sites
POLPOX 774 Posted August 27, 2015 Awesome. Does this work in multiplayer as well? Not now, but it must be work. Just wait! Share this post Link to post Share on other sites
Guest Posted August 28, 2015 Release frontpaged on the Armaholic homepage. 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! Share this post Link to post Share on other sites
Capt Childs 178 Posted August 28, 2015 MP support for this would be very welcome! Share this post Link to post Share on other sites
POLPOX 774 Posted September 1, 2015 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! Share this post Link to post Share on other sites
Guest Posted September 1, 2015 New version frontpaged on the Armaholic homepage. 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! Share this post Link to post Share on other sites
Undeceived 392 Posted September 1, 2015 Great script! Downloading now. Thanks. Share this post Link to post Share on other sites
POLPOX 774 Posted September 1, 2015 Version 2.11 hotfix is available. v2.11: hotfix Fixed: End script and its delete commentout It's fail to make sure. Share this post Link to post Share on other sites
Undeceived 392 Posted September 1, 2015 Ok, thanks! Btw. you didn't update the version number in the script. It's still 2.0 Share this post Link to post Share on other sites
n_icomach 312 Posted September 1, 2015 Looks awesome, has this been tested in multiplayer? Share this post Link to post Share on other sites
miller 49 Posted September 1, 2015 Thanks polpox :) ArmA3.de Mirror updated: POLPOX's calm animations 2.0 script (v2.11) by polpox Kind regards Miller Share this post Link to post Share on other sites
Undeceived 392 Posted September 1, 2015 Btw what exactly does the "smootly in" parameter do? Share this post Link to post Share on other sites
POLPOX 774 Posted September 1, 2015 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! Share this post Link to post Share on other sites
POLPOX 774 Posted September 3, 2015 I am under the dilemma, which is not detect for friend dead bodies and detect under fire. hmmm, how can i take both ways? Share this post Link to post Share on other sites
POLPOX 774 Posted September 7, 2015 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_..." Share this post Link to post Share on other sites
Guest Posted September 8, 2015 New version frontpaged on the Armaholic homepage. 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! Share this post Link to post Share on other sites
Undeceived 392 Posted September 8, 2015 Thanks, Polpox! Share this post Link to post Share on other sites
POLPOX 774 Posted September 23, 2015 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! 1 Share this post Link to post Share on other sites
Guest Posted September 23, 2015 New version frontpaged on the Armaholic homepage. 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! Share this post Link to post Share on other sites
czack350 11 Posted September 23, 2015 Thank you Polpox. Looking forward to testing this on MP. Share this post Link to post Share on other sites
Electricleash 133 Posted September 25, 2015 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'. Share this post Link to post Share on other sites
POLPOX 774 Posted September 26, 2015 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. Share this post Link to post Share on other sites
Electricleash 133 Posted September 26, 2015 Oh wow! That's embarasing. My apologies! Can't believe I missed that. Thanks, will give it another whirl. Share this post Link to post Share on other sites