KokaKolaA3 394 Posted May 18, 2016 Hey, i have a little problem with the animations from Arma 3, the "switchmove" command does not work, i tried these things: this switchmove "Acts_NavigatingChopper_loop"; this switchmove "Acts_A_M01_briefing"; this switchmove "Acts_AidlPsitMstpSsurWnonDnon01"; this switchmove "Acts_listeningToRadio_Loop"; this switchmove "Acts_Kore_TalkingOverRadio_loop"; this switchmove "Acts_PercMstpSlowWrflDnon_handup1"; this switchmove "Acts_PercMstpSlowWrflDnon_handup1b"; this switchmove "Acts_PercMstpSlowWrflDnon_handup2"; this switchmove "Acts_PercMstpSlowWrflDnon_handup2b"; this switchmove "Acts_ShieldFromSun_loop"; this switchmove "ShowingTheRightWay_loop"; this switchmove "Acts_SignalToCheck"; this switchmove "Acts_StandinSpeakingUnarmed"; this switchmove "AmovPercMstpSsurWnonDnon"; this switchmove "AmovPercMstpSsurWnonDnon_ease"; this switchmove "HubBriefing_think"; this switchmove "HubBriefing_scratch"; this switchmove "HubBriefing_stretch"; this switchmove "HubBriefing_pointLeft"; this switchmove "HubBriefing_pointRight"; this switchmove "HubStandingUC_idle1"; this switchmove "InBaseMoves_HandsBehindBack1"; this switchmove "InBaseMoves_repairVehiclePne"; only the first command does work: "this switchmove "Acts_NavigatingChopper_loop";" here is a video: Share this post Link to post Share on other sites
bad benson 1733 Posted May 18, 2016 so since you are using "this" as the unit variable i'm assuming you are doing it inside hte init line? i might be outdated here but if i remember correctly the init line has problems with that command caused by its timing in the whole execution order. try either a trigger or similar ot put this inside the init line: 0 = this spawn { sleep 1; //add this sleep, if it doesn't work without it _this switchmove "animationclassname"; }; 1 Share this post Link to post Share on other sites
direone 3697 Posted May 18, 2016 Try this mate, put down two unit one as player and the other one as non playable unit, give a name to the non playable unit like s1 or whatever you want then use this command in a trigger or in the debug console: s1 switchMove "anim name"; s1 disableAI "anim" i made screenshots and i use animations a lot so i use always this command and it's works fine :D Also i see the video, it's ok the way you use but remember to use also the disableAI "anim" command like this: this switchMove "anim name"; this disableAI "anim" 1 Share this post Link to post Share on other sites
KokaKolaA3 394 Posted May 18, 2016 Thanks for the help guys! 1 Share this post Link to post Share on other sites
KokaKolaA3 394 Posted May 18, 2016 Ok it works perfectly... Only 1 thing left, how can i animate my player? for example when im running around in my mission, i want to let my player perform an animation via debug console, how do i do this? p1 = name of my player p1 switchmove "Acts_PercMstpSlowWrflDnon_handup2b"; (i don't need p1 disableAI "anim" right? 1 Share this post Link to post Share on other sites
direone 3697 Posted May 19, 2016 Ok it works perfectly... Only 1 thing left, how can i animate my player? for example when im running around in my mission, i want to let my player perform an animation via debug console, how do i do this? p1 = name of my player p1 switchmove "Acts_PercMstpSlowWrflDnon_handup2b"; (i don't need p1 disableAI "anim" right? This is a problem mate, some animations works with the player other no, other animaitons instead stuck the player in a position after they are ended 1 Share this post Link to post Share on other sites
KokaKolaA3 394 Posted May 19, 2016 This is a problem mate, some animations works with the player other no, other animaitons instead stuck the player in a position after they are ended Ok thanks! Im asking all of this because i wanted to make a mod that allows you to perform animations, like the animation where you signal a helicopter to land, or other stuff like pissing :P So it does not work as player (or in mp) in any kind? Share this post Link to post Share on other sites