R3vo 2654 Posted February 22, 2016 This is absolutely fantastic! The only unfortunate thing is, that when somebody who doesn't have 3den Enhanced activated opens the mission and saves it again, the mission.sqm entries (for subskills like accuracy, etc.) get lost. But I take it this is just how the system works, right? Anyways, thanks for adding all the functions that frankly already should have been in the game. :P Yep, that's how it works. Share this post Link to post Share on other sites
icmspectre 32 Posted February 22, 2016 What are the names of other animations other than STAND if you don't mind me asking Share this post Link to post Share on other sites
Moon_chilD 200 Posted February 22, 2016 HAve a look at the tool tip of that option. Anyway: https://community.bistudio.com/wiki/BIS_fnc_ambientAnim 1 Share this post Link to post Share on other sites
zafjr 50 Posted February 22, 2016 Special States for vehicles. Oh. I thought it was for ammo boxes and stuff. Because i cant seem to find a way to make an empty ammobox and start adding items from there using the object: equipment storage section. Instead i have to remove the default items first one by one, wheter in default or virtual. Share this post Link to post Share on other sites
DAGGER ARMANET 172 Posted February 22, 2016 Amazing addon thank you for releasing this !!!! Share this post Link to post Share on other sites
SonOfKrazyBee 15 Posted February 22, 2016 Let's say that we want to create a mission with this mod, would we have to have this mod as a required mod, or can we simply remove it out of the mission sqm with no problems? Share this post Link to post Share on other sites
DieselJC 196 Posted February 22, 2016 Used this today for the first time and gotta say it really enhances the 3d editor..excellent work and thanks for sharing! Diesel 2 Share this post Link to post Share on other sites
arziben 23 Posted February 22, 2016 I hate to be this guy but... can't get it to show up. Problem might come from: _Crazy amount of mods launched alongside (tried with only this + CBA activated and same result) _Map is Takistan (tried on Stratis = same result though) _I tried using it on an existing mission (tried fresh and spawned a single unit, didn't work) _I might be looking at the wrong place (I look for it by double clicking on the unit) Any idea to solve my probable non issue ? Share this post Link to post Share on other sites
R3vo 2654 Posted February 22, 2016 Let's say that we want to create a mission with this mod, would we have to have this mod as a required mod, or can we simply remove it out of the mission sqm with no problems? No dependencies are created. The functions are saved into the mission.sqm as simple expressions ;) I hate to be this guy but... can't get it to show up. Problem might come from: _Crazy amount of mods launched alongside (tried with only this + CBA activated and same result) _Map is Takistan (tried on Stratis = same result though) _I tried using it on an existing mission (tried fresh and spawned a single unit, didn't work) _I might be looking at the wrong place (I look for it by double clicking on the unit) Any idea to solve my probable non issue ? Well, it works for me and others. Try to start it without any other mod and see if it works then. Afterwards try to enable them one by one. Maybe it not compatible with some other mod. Share this post Link to post Share on other sites
DJankovic 401 Posted February 22, 2016 MUSIC in editor best thing ever :D 1 Share this post Link to post Share on other sites
sonsalt6 105 Posted February 22, 2016 New mod v1.0 available at withSIX. Download now by clicking: Hey R3vo , you can upload updates or new mods to withSIX yourself now! Make your own promo page, get the power to release your work at your own point of choosing. To learn more, follow this guide. 1 Share this post Link to post Share on other sites
killerwhale 1 Posted February 23, 2016 this is a great work, i'm wondering if you can improve the triggers and add things like "if OPFOR is detected, then terminate animation". is this possible? Share this post Link to post Share on other sites
issen 13 Posted February 23, 2016 I hate to be this guy but... can't get it to show up. Problem might come from: _Crazy amount of mods launched alongside (tried with only this + CBA activated and same result) _Map is Takistan (tried on Stratis = same result though) _I tried using it on an existing mission (tried fresh and spawned a single unit, didn't work) _I might be looking at the wrong place (I look for it by double clicking on the unit) Any idea to solve my probable non issue ? Check your "@3den enhanced" folder name - if you just copy it from the downloaded archive, it has an empty space in it (or at least had for me). Arma can't deal with empty spaces in mod folder names, so just replace it with an underscore. Share this post Link to post Share on other sites
Raagwa 0 Posted February 23, 2016 Really nice work, R3vo! But the animations aren't working in a multiplayer session. Any idea how to fix this? Share this post Link to post Share on other sites
R3vo 2654 Posted February 23, 2016 Check your "@3den enhanced" folder name - if you just copy it from the downloaded archive, it has an empty space in it (or at least had for me). Arma can't deal with empty spaces in mod folder names, so just replace it with an underscore. Arma 3 can handle empty spaces in folder names quite well for me, otherwise I wouldn't name it like this. Really nice work, R3vo! But the animations aren't working in a multiplayer session. Any idea how to fix this? That's one of the limitations with BIS_fnc_ambientAnims. I'll see if executing the function globally saves this issue. Share this post Link to post Share on other sites
Undeceived 392 Posted February 23, 2016 Great job, R3vo. I love it! Share this post Link to post Share on other sites
CoolSpy 9 Posted February 23, 2016 Amazing job R3vo!! Like other people, I can set the animations on units but they won't fight when around enemies. I think if you use BIS_fnc_ambientAnimCombat instead maybe it would work ? There is less choice in animations, but I think it should work! Thanks and really looking forward to the next versions! Share this post Link to post Share on other sites
R3vo 2654 Posted February 23, 2016 Amazing job R3vo!! Like other people, I can set the animations on units but they won't fight when around enemies. I think if you use BIS_fnc_ambientAnimCombat instead maybe it would work ? There is less choice in animations, but I think it should work! Thanks and really looking forward to the next versions! Thanks for the kind words. I'll include ambientAnimCombat in a newer version. Share this post Link to post Share on other sites
Undeceived 392 Posted February 23, 2016 Btw. as long as the combat ambient anims aren't there, using unit call BIS_fnc_ambientAnim__terminate; finishes the animation and returns the unit to normal "duty". Needs a custom condition obviously. (be aware of the two underscores, not only one) Share this post Link to post Share on other sites
R3vo 2654 Posted February 23, 2016 A small warning for users of the dev version. Today's dev update broke the whole mod. (At least I think that caused it) Have to rework alot of the attributes..... Share this post Link to post Share on other sites
shomu1 193 Posted February 24, 2016 Absolutely loving this, but is there a way to set what a unit snaps to when certain animations (like the sitting ones) are activated? Share this post Link to post Share on other sites
loopdk 92 Posted February 24, 2016 Can you add "Remove GPS" "Remove map" Share this post Link to post Share on other sites
R3vo 2654 Posted February 24, 2016 Absolutely loving this, but is there a way to set what a unit snaps to when certain animations (like the sitting ones) are activated? That should still work normally. Can you add "Remove GPS" "Remove map" Absolutely ;) 1 Share this post Link to post Share on other sites
Flax 397 Posted February 24, 2016 Can you add "Remove GPS" "Remove map" Is this not already in game as part of the core of 3DEN - TOP MENU >> Attributes >> General >> States Share this post Link to post Share on other sites
R3vo 2654 Posted February 24, 2016 Yep, your're right, it doesn't remove the map and gps but it players can't use it. Share this post Link to post Share on other sites