therealslimsatan 32 Posted March 6, 2016 Hello, I recently posted this album http://imgur.com/a/YgxIo, containing a few images showing AI Idle/Ambient animations, now these animations work fine in single player, however when I use it as a multiplayer mission the AI just stand there as they normally would without any changes to the init. I used this method https://www.youtube.com/watch?v=78siOse51Ng Anybody have any ideas? Share this post Link to post Share on other sites
austin_medic 109 Posted March 6, 2016 remoteExec or BIS_fnc_MP are your best friend since all animation commands only happen on the machine they're executed on -> to execute on all machines you need to tell them all to do it. Share this post Link to post Share on other sites
therealslimsatan 32 Posted March 6, 2016 Having a quick read into those, I couldn't find anything specific about animations in remoteExec and the BIS_fnc_MP appears to be out dated, I dont suppose you know the specific syntax for an animation with remoteExec? Thanks for the help Share this post Link to post Share on other sites
austin_medic 109 Posted March 6, 2016 create a function in init.sqf that does your animation stuff e.g my_function = {_this select 0 switchMove _this select 1;}; then since its created on all machines you can use remoteExec to tell all clients to run the function with the specified parameters (in this case a unit and a string that contains the animation name) sent through with remoteExec. e.g [myUnit,"my-Animation"] remoteExec ["my_function"]; 1 Share this post Link to post Share on other sites
R3vo 2654 Posted March 6, 2016 [YourUnit,'WATCH1','ASIS'] remoteExec ['BIS_fnc_ambientAnim',0,true]; From my experience it's necessary to execute it again for every player that joins, that's why the last parameter is set to TRUE 2 Share this post Link to post Share on other sites
DAGGER ARMANET 172 Posted July 13, 2016 [YourUnit,'WATCH1','ASIS'] remoteExec ['BIS_fnc_ambientAnim',0,true]; I am still continuously having issues. I tried everything thing i can think of including options in this thread.R3vo curious if you have this working in the next update to 3DEN enhanced or not. Either way does anyone have a tip to get this to work. Here is what i need. I need Ai units to be in the "lean" position. They DONT need to switch to combat mode if they come under fire. They are simply window dressing at this point. They just need to be in lean animation for ambience. I need it to work for MP so that players joining the server see the same behavior. I used to be able to get this to work. Share this post Link to post Share on other sites
R3vo 2654 Posted July 13, 2016 [YourUnit,'WATCH1','ASIS'] remoteExec ['BIS_fnc_ambientAnim',0,true]; I am still continuously having issues. I tried everything thing i can think of including options in this thread.R3vo curious if you have this working in the next update to 3DEN enhanced or not. Either way does anyone have a tip to get this to work. Here is what i need. I need Ai units to be in the "lean" position. They DONT need to switch to combat mode if they come under fire. They are simply window dressing at this point. They just need to be in lean animation for ambience. I need it to work for MP so that players joining the server see the same behavior. I used to be able to get this to work. I don't see a reason why that should work, except there was a change to either BIS_fnc_ambien... or remoteExec. There seems to be something wrong, ambient animations don't work for me neither. 1 Share this post Link to post Share on other sites
DAGGER ARMANET 172 Posted July 14, 2016 I don't see a reason why that should work, except there was a change to either BIS_fnc_ambien... or remoteExec. There seems to be something wrong, ambient animations don't work for me neither. Thanks for the heads up R3vo. Glad to know its not just me. Share this post Link to post Share on other sites
pierremgi 4905 Posted October 30, 2016 This post up. This could be fine if a BI developer provides some hints about this problem. It's impossible to have a complete animation remote executed. Why? What is the limitation? Does this impact other commands such setCaptive? Share this post Link to post Share on other sites
Aberidius 0 Posted November 24, 2016 Any updates on this issue? I'm struggling with this aswell. Share this post Link to post Share on other sites
M1ke_SK 230 Posted November 26, 2016 [YourUnit,'WATCH1','ASIS'] remoteExec ['BIS_fnc_ambientAnim',0,true]; Probably need to do this this way: [[YourUnit, "WATCH1", "ASIS"], BIS_fnc_ambientAnim] remoteExec ["call", 0, true]; 1 Share this post Link to post Share on other sites
R3vo 2654 Posted November 26, 2016 Probably need to do this this way: [[YourUnit, "WATCH1", "ASIS"], BIS_fnc_ambientAnim] remoteExec ["call", 0, true]; Not really, the way I posted works fine. See the example on the wiki page // <params> spawn fnc_someScriptedFunction; <params> remoteExec ["fnc_someScriptedFunction", targets, JIP]; Share this post Link to post Share on other sites
WastedMike_ 27 Posted May 21, 2017 Using this code [U1, "REPAIR_VEH_KNEEL", "ASIS"] call BIS_fnc_ambientAnim; with the unit variable name being U1 it still doesn't work on a dedicated server. It works if I host but not one a traditional server. What can I do to get it to work? I have even tried this [this, "REPAIR_VEH_STAND", "ASIS"] call BIS_fnc_ambientAnim; with the same result. Share this post Link to post Share on other sites
pierremgi 4905 Posted May 21, 2017 As R3vo said, remoteExec it and don't forget JIP. The fact is if you omit JIP, the JIP will see a standing unit with no animation. If you make it JIP, the animation will be desync with the server... It's a choice. 1 Share this post Link to post Share on other sites
Midnighters 152 Posted May 22, 2017 don't use BIS_fnc_MP it's old and slow. Share this post Link to post Share on other sites
Mokka 29 Posted May 22, 2017 (edited) On 5/21/2017 at 5:30 AM, pierremgi said: If you make it JIP, the animation will be desync with the server. This is true, but it does not seem to be of utter importance since for now it only seems to be a leaning position. Might it be, that the way remoteExec now accepts commands has changes, requiring additional config setup to get it to work? I.e. needing to setup a whitelist via CfgRemoteExec, as described here on the BIKI? And I just found this little bit of information on the BIKI, regarding BIS_fnc_ambientAnim: Quote To make this command working in MP (hosted server tested) [this,"SIT2"] call BIS_fnc_ambientAnim; // Wrong! the first JIP will throw the unit to position [0,0,0] if (isServer) then {[this,"SIT2"] call BIS_fnc_ambientAnim} // Wrong! only player located on server will see the animation if (isServer) then { [[this,"SIT2"],BIS_fnc_ambientAnim ] remoteExec ["call"] }; OK Maybe you should try that approach, using a call statement. Although the outcome should not be any different, really... EDIT: @pierremgi, I just noticed that you put up that note yourself, one year ago. Disregard the above :D Edited May 22, 2017 by Mokka Share this post Link to post Share on other sites
Midnighters 152 Posted May 22, 2017 @Mokka if you read as to what CfgRemoteExec does, it's to whitelist/blacklist which commands can be executed via remoteExec. That wouldn't change anything. Share this post Link to post Share on other sites
Mokka 29 Posted May 22, 2017 Yes, it would change a lot, if the way it is handled has been changed as of the latest update... Be default, white- and blacklisting is disabled, meaning all functions, commands and scripts can be remoteExec'd without any additional setup. If CfgRemoteExec now is set to blacklist everything be default (a reasonable step to increase security by default, without requiring any setup), this would cause a lot of issues... But thank you for your valuable input, Midnighters. 1 Share this post Link to post Share on other sites
Midnighters 152 Posted May 22, 2017 @Mokka Of course, that is not what I'm saying at all. What I am saying is that adding the function to the CfgRemoteExec would not change the execution at all. It would merely allow it to be the only command/function allowed to be executed with RemoteExec. I understand the usage, security is unrelated at the moment. 1 Share this post Link to post Share on other sites
JOtAirsoft 0 Posted July 31, 2017 Hi, i have some trubles at making ambientanimations, i do everything think i have to do ([man1,"LEAN","NONE"] call BIS_fnc_ambientAnim;) and when i start the mission it appears a black rectangle with white leters, and it says: '...pons_holder"; private_countWeapons = [#]count_weapons; private_countWeaponsHo1... Error count: Number Type, is not number, wayting for vector, chain,config entry I dont know anything about scripts, so some help would be appreciated. Share this post Link to post Share on other sites