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POLPOX's Calm Animations 3

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Calm Animations 3 is now available!
 


 
New features:

  • You can select animation in order
  • New randomize method
  • Add some new moves

Changelog:

 
3.03:
Known issue: "WARMUP_KNEEL_U" may exit their animation with wrong animation
Added: You can now attach the unit to a object with new argument instead of synchronize (priority is argument)
Fixed: Multiplayer issue (is should be fixed)
Fixed: "WARMUP" and "STAND_U" does not quit their animation correctly
Fixed: Errors in readme
Tweaked: Position adjust for end of "SIT"
Tweaked: Creation of GameLogic
Tweaked: Improved performance
Tweaked: Also supports lower-cased animation name
Tweaked: The unit will receive a "Stop" order
Tweaked: Terminate the animation when the unit received an order (e.g. Regroup, Move)
 
So, how did I forget notes for 3.02?
 

3.01:

Fixed: An error when use String as gear option

Tweaked: Some of animations are added/removed on data and readme

Tweaked: Execution order (this may improve the performance)

Tweaked: Increase abort the animation sleep time

 

3.0:

Added: Forgotten animation "LEAN_ON_TABLE"

Added: Forgotten animation "KNEEL_U"

Fixed: An error on "WARMUP"


 
Link: here.

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Awesome, those look very natural.  I love seeing this in AI soldiers but would like to turn off the idle animations for players... sort of feel like it defeats the purpose of hunkering down prone with a ghillie suit when your soldier can't stop twitching his legs around.   

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Thank you Polpox

On Armaholic you say, "For usage instructions and information of how to use the POLPOX's Calm Animations Script please refer to the comments section within the script."

 

I am not sure what to look for, but I might just ask is the AI init code the same as v2.0?

_nil = [this,"action",nil,"ASIS"]execVM "PLP_calmSoldier2.sqf";

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Thank you Polpox

On Armaholic you say, "For usage instructions and information of how to use the POLPOX's Calm Animations Script please refer to the comments section within the script."

 

I am not sure what to look for, but I might just ask is the AI init code the same as v2.0?

_nil = [this,"action",nil,"ASIS"]execVM "PLP_calmSoldier2.sqf";

Yes, almost same, until _this select 3.

Attach options are not decided how to implement.

 

Oh, there isn't option "action". The arguments will cause the error.

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Yes, almost same, until _this select 3.

Attach options are not decided how to implement.

 

Oh, there isn't option "action". The arguments will cause the error.

 

Maybe I should ask, what is new code? :P

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Maybe I should ask, what is new code? :P

_nil = [this,"STAND",false,"ASIS"] execVM "PLP_calmSoldier3.sqf"

et cetera...

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Updated: Beta 1.1.

 

Changelog:

 

-Added: attach feature (to enable, just sync to a vehicle)

-Fix: "STAND" may get stuck

-Tweak: if the unit is unreact disableConversation is now true

-Some little tweaks

-Reduced filesize

 

Readme is still working, trailer is also still working!

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Fully version is now available.

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Hey mate,

cool mod however i have a suggestion for u.

It looks kind of weird if every single one of them stops his animation in the same exact moment as soon as they get shot at.

If you could puit in a delay of some kind for some of them so they dont just stand up like syncronised swimmers ;D

It would look a lot more realistic and cool from my point of view.

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Hello everyone. I am facing issues with this script. I am probably doing something wrong.

 

I created a mission on editor, save it, put the script on the root folder of the mission and on the init field of the unit I put 

_nil = [this,"PRONE_INJURED_U1"] execVM "PLP_calmSoldier3.sqf"

And when I start the preview it gives me an error: 

 

[PLP_calmSoldier3] PRONE_INJURED_U1 is not available parameter. 

 

Other anim like WATCH or SIT_LOW work just fine but others like SIT_HIGH1 give me this message. 

 

Could a good soul help me with that, it will be very appreciated :D

 

 

edit: I am getting those STRINGS from the script it self

 

73e41bfcf512409e8085d384d399a857.png

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I tried using this myself today and pasted this into an AI's init:

_nil = [this,"STAND",false,"ASIS"] execVM "PLP_calmSoldier3.sqf"

When the mission starts it says there's a "generic error in expression" on line 793 of the script:

...if (_loadOption |#|== =1) then...

Is this a bug or user error?

 

Edit: Fixed it by changing it to

_nil = [this, "STAND", false, 4] execVM "PLP_calmSoldier3.sqf"

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_nil = [this,"PRONE_INJURED_U1"] execVM "PLP_calmSoldier3.sqf"

And when I start the preview it gives me an error: 

 

[PLP_calmSoldier3] PRONE_INJURED_U1 is not available parameter. 

 

 

_nil = [this,"STAND",false,"ASIS"] execVM "PLP_calmSoldier3.sqf"

When the mission starts it says there's a "generic error in expression" on line 793 of the script:

...if (_loadOption |#|== =1) then...

Is this a bug or user error?

 

Edit: Fixed it by changing it to

_nil = [this, "STAND", false, 4] execVM "PLP_calmSoldier3.sqf"

 

Both of report is a script bug, so fixed version is here.

Check changelog at first post.

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Hey mate,

cool mod however i have a suggestion for u.

It looks kind of weird if every single one of them stops his animation in the same exact moment as soon as they get shot at.

If you could puit in a delay of some kind for some of them so they dont just stand up like syncronised swimmers ;D

It would look a lot more realistic and cool from my point of view.

 

While we're speaking of extra parameters, is there one I can add to make the AI *not* react to danger?

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Same question than PersianMO, a while ago for an ancient version you said that it was designed to work SP and not for MP. Is this still true for this version ? A little bit of calm animation would be a greate immersion helper in our coop missions.

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Same question than PersianMO, a while ago for an ancient version you said that it was designed to work SP and not for MP. Is this still true for this version ? A little bit of calm animation would be a greate immersion helper in our coop missions.

this is false, Calm Animation 3 is designed for SP and MP, if you find a issue with MP, please tell me and maybe I can fix and support it.
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Hi Polpox

 

Maybe you can't help me, but I will ask still.

I had the idea of using the "prone_injured" group of animations for a medevac mission. If I place the damage of an AI low enough, ACE let's me "carry" an "prone_injured" AI, however when the animation loop resets, the AI moves from the carry high position down to the players feet. Do you know of any way I can stop animations when something like ACE carry is performed?

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Hi Polpox

 

Maybe you can't help me, but I will ask still.

I had the idea of using the "prone_injured" group of animations for a medevac mission. If I place the damage of an AI low enough, ACE let's me "carry" an "prone_injured" AI, however when the animation loop resets, the AI moves from the carry high position down to the players feet. Do you know of any way I can stop animations when something like ACE carry is performed?

Thanks for ask me, yeah you know, in the script there is a event handler that detect and execute when the units' animation are end.

The event handler may overwrite the units another scripts' animations, so I recommend do not use with ACE carry script or modify the Calm Animations and stop execution when the carry is on.

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16 hours ago, Николай Татаринов said:

Hi Polpox!

Can you help? Trying to "attach" AI to chair with your script.


_nil = [this, "SIT", true, 4, [chair,[0,0,-0.5],180]] execVM "PLP_calmSoldier3.sqf"

But AI still sitting on floor, vanilla ambientAnim automaticly attaching character to closest chair.

Woops, didn't I notice you? Attach is no longer exist feature, instead you can attach with sync with another object.

If you want attach a unit to a chair, do like the image inside the link.

https://drive.google.com/file/d/0B8d1GntzZdrLdU1mazVfenFhQ0E/view?usp=sharing

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