AdirB 18 Posted April 8, 2019 Hello, I'm trying to make a script that allows players to play animations, however, when one executes the script, everyone plays the animation. Right now, when one executes the script, everyone plays the animation. I'm using BIS_fnc_MP. I'm trying to make it so the animation plays only on the machine that executed the script, but visible for everyone else. How can I do this? Thanks! Share this post Link to post Share on other sites
pierremgi 4890 Posted April 8, 2019 It's not easy to help you without your code(s). We don't know how did you script that and what condition (if any) you applied to run your code. Share this post Link to post Share on other sites
AdirB 18 Posted April 8, 2019 4 hours ago, pierremgi said: It's not easy to help you without your code(s). We don't know how did you script that and what condition (if any) you applied to run your code. fnc_idle_animations = { private["_animation"]; _animation = _this select 0; player switchMove _animation; player addEventHandler ["AnimDone", { params[ "_unit", "_anim" ]; if (_anim == "c4coming2cDf_genericstani4") then { _unit switchMove "c4coming2cDf_genericstani4"; }; } ]; } _Idle_Anims_Action = ["Idle_Anims", "Idle Animations", "", {}, {}] call ace_interact_menu_fnc_createAction; ["Man", 1, ["ACE_SelfActions"], _Idle_Anims_Action, true] call ace_interact_menu_fnc_addActionToClass; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Idle_Stop_Condition = { animationState player == "c4coming2cDf_genericstani4" || animationState player == "HubStanding_idle1" || animationState player == "HubStanding_idle2" || animationState player == "HubStanding_idle3" || animationState player == "Acts_AidlPercMstpSloWWrflDnon_warmup_3_loop" || animationState player == "Acts_AidlPercMstpSlowWrflDnon_warmup03" || animationState player == "Acts_AidlPercMstpSlowWrflDnon_warmup04" }; _Idle_Stop_Statement = { ["","fnc_idle_animations"] call BIS_fnc_MP; }; _Idle_Stop_Action = ["Idle_Stop", "Stop Animation", "", _Idle_Stop_Statement, Idle_Stop_Condition] call ace_interact_menu_fnc_createAction; ["Man", 1, ["ACE_SelfActions", "Idle_Anims"], _Idle_Stop_Action, true] call ace_interact_menu_fnc_addActionToClass; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _condition = { animationState player == "amovpercmstpsraswrfldnon" || animationState player == "amovpercmstpslowwrfldnon" }; _Idle_1_Statement = { ["c4coming2cDf_genericstani4","fnc_idle_animations"] call BIS_fnc_MP; }; _Idle_1_Action = ["Idle_1", "Idle 1", "", _Idle_1_Statement, _condition] call ace_interact_menu_fnc_createAction; ["Man", 1, ["ACE_SelfActions", "Idle_Anims"], _Idle_1_Action, true] call ace_interact_menu_fnc_addActionToClass; Share this post Link to post Share on other sites
AdirB 18 Posted April 9, 2019 22 hours ago, pierremgi said: It's not easy to help you without your code(s). We don't know how did you script that and what condition (if any) you applied to run your code. Can you help me please? Share this post Link to post Share on other sites
pierremgi 4890 Posted April 9, 2019 1 hour ago, AdirB said: Can you help me please? Perhaps someone skilled with ACE mod. Personally, I never ever use it. Share this post Link to post Share on other sites
KokaKolaA3 394 Posted April 9, 2019 Try this: [ace_player, 'ANIMATION_CLASSNAME'] remoteExec ['switchMove', 0] 1 Share this post Link to post Share on other sites