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André Krauß

Animations: weird behavior

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Hey guys,

 

i just made a simple mission and used animations as usual using the following code in the init window my unit. "Arrow1" is a pointer which snaps Bob1 to a chair.

 

[Bob1,"SIT_AT_TABLE","ASIS",arrow1] call BIS_fnc_ambientAnim;

 

 

 

Spoiler

Bob1

 

As you can see in the spoiler above this works perfectly well.

However if i spawn a secend unit with whichever animation, e.g.

 

[Bob2,"WATCH1"] call BIS_fnc_ambientAnim;

 

Spoiler

Still Bob1

 

both of them fail. I double-checked that both have a unique ID. Am i missing out on something?

 

 

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