POLPOX 778 Posted July 5, 2016 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. 8 3 Share this post Link to post Share on other sites
Guest Posted July 5, 2016 Release frontpaged on the Armaholic homepage. POLPOX's Calm Animations Script v3.0 Share this post Link to post Share on other sites
Noigel 3 Posted July 5, 2016 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. Share this post Link to post Share on other sites
anfo 118 Posted July 7, 2016 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"; Share this post Link to post Share on other sites
POLPOX 778 Posted July 7, 2016 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. Share this post Link to post Share on other sites
anfo 118 Posted July 7, 2016 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 Share this post Link to post Share on other sites
POLPOX 778 Posted July 7, 2016 Maybe I should ask, what is new code? :P _nil = [this,"STAND",false,"ASIS"] execVM "PLP_calmSoldier3.sqf" et cetera... Share this post Link to post Share on other sites
POLPOX 778 Posted July 15, 2016 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! Share this post Link to post Share on other sites
Guest Posted July 15, 2016 Release frontpaged on the Armaholic homepage. POLPOX's Calm Animations Script Beta 1.1 Share this post Link to post Share on other sites
POLPOX 778 Posted August 5, 2016 Fully version is now available. Share this post Link to post Share on other sites
Guest Posted August 5, 2016 New version frontpaged on the Armaholic homepage. POLPOX's Calm Animations v3.0 Share this post Link to post Share on other sites
Malwit 2 Posted August 6, 2016 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. 1 Share this post Link to post Share on other sites
HugoPfeffer 0 Posted August 7, 2016 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 Share this post Link to post Share on other sites
mandaloin 33 Posted August 7, 2016 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" Share this post Link to post Share on other sites
POLPOX 778 Posted August 7, 2016 _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. Share this post Link to post Share on other sites
anfo 118 Posted September 24, 2016 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? Share this post Link to post Share on other sites
Cel.Geoffry 1 Posted September 29, 2016 how do so that everyone with full loadout? Share this post Link to post Share on other sites
Persian MO 82 Posted September 29, 2016 Thanks for POLPOX's Calm Animations 3Is it ok with MP/Dedicated server? Share this post Link to post Share on other sites
Cheitan 33 Posted November 20, 2016 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. Share this post Link to post Share on other sites
POLPOX 778 Posted November 21, 2016 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. 1 Share this post Link to post Share on other sites
anfo 118 Posted December 1, 2016 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? Share this post Link to post Share on other sites
POLPOX 778 Posted December 2, 2016 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. Share this post Link to post Share on other sites
Николай Татаринов 0 Posted December 20, 2016 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. Share this post Link to post Share on other sites
POLPOX 778 Posted December 21, 2016 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 Share this post Link to post Share on other sites
Николай Татаринов 0 Posted December 21, 2016 Eh, that was a handy feature Share this post Link to post Share on other sites