Bnae 1431 Posted November 2, 2016 Hello, Title is kinda misleading since you can die during the animation but the animation keeps on going. class CfgMovesMaleSdr: CfgMovesBasic { skeletonName = "OFP2_ManSkeleton"; gestures = "CfgGesturesMale"; access = 1; class States { class DeadState; class AnimWeaponSurrender : default { file = "bnae_animations\anim_weapon_surrender.rtm"; speed=1.5; looped=0; duty = 2; mask = "BodyFullReal"; enableDirectControl = 0; leftHandIKCurve[] = {0}; RightHandIKCurve[] = {0}; weaponIK = 0; forceAim = 1; leaning = "empty"; aimingBody = "empty"; aiming = "empty"; head = "empty"; disableWeapons = 1; disableWeaponsLong = 1; headBobMode = 1; headBobStrength = 0.2; canPullTrigger = 0; showHandGun = 0; showItemInRightHand = 0; variantsPlayer[] = {}; variantsAI[] = {}; weaponLowered=0; }; }; }; Share this post Link to post Share on other sites
Macser 776 Posted November 2, 2016 Ok. I may be barking up the wrong tree, as the saying goes, but I think you need that animation to connect to a dying state, then on to a dead/terminal state. As to what would be appropriate, If there's already a surrender animation in CfgMovesMalesdr it should have a sequence of states it connects to cover a character being killed. Right now, to me at least, it makes sense that the animation just locks in place. As it's not connected to anything else. Assuming that's the full definition. Share this post Link to post Share on other sites
Bnae 1431 Posted November 2, 2016 Thats what i thought too die = "DeadState"; InterpolateTo[]= { "DeadState", 0.1 }; connectTo[]= { "DeadState", 0.1 }; Adding these didn't do the trick Share this post Link to post Share on other sites
Macser 776 Posted November 2, 2016 I didn't mean add them to that class. Rather create two new classes that it connects to and leads into a terminal state. Dead states will have a "terminal=1" entry in their definitions. Or grab a couple of appropriate classes that already exist. I don't have access to A3 content, so I can't cite examples. It would be similar to how static vehicle anims work. You have the default anim with variants, or not, then that connects to a "dying" state. The dying state in turn connects to a dead/terminal state. 1 Share this post Link to post Share on other sites
Bnae 1431 Posted November 2, 2016 ConnectTo[]= { "BasicDriverDead", 1 }; InterpolateTo[]= { "BasicDriverDead", 0.1 }; Thanks Macser! Share this post Link to post Share on other sites
Macser 776 Posted November 2, 2016 Ok. If you're happy doing it that way, that's up to you. But I only used the vehicle anims as an example. Probably not the best way to illustrate it though in hindsight. Anyway it works the same way for other animations. If you found yourself something closer to your surrender anim amongst the default classes it might look better. Happy to help in any case. :) 1 Share this post Link to post Share on other sites
Bnae 1431 Posted November 3, 2016 I got the main idea, probably going to make my own for the purpose. I just decided to leave that here if someone else wander here :) Share this post Link to post Share on other sites