Wiket 0 Posted May 31, 2019 Has anyone figured out how to make it so you NEVER enter that 100m halo animation??? Share this post Link to post Share on other sites
Dedmen 2716 Posted June 4, 2019 Arma. Halo "High altitude - low opening". When you are flying high in the air, your body goes into the parachute jump animation with arms stretched out. He's asking how to prevent that animation from starting. I don't know a way to prevent it. Share this post Link to post Share on other sites
dave_beastttt 135 Posted June 4, 2019 Could probably run a check for the animation when freefalling, if player is in that anim state, then change it to something else? 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted June 4, 2019 7 hours ago, dave_beastttt said: run a check for the animation when freefalling Hello there Wiket ! Not sure about the animation name : (and i can't test this on right now , but it should be ok ) waitUntil {uisleep 1;animationState _this == "HaloFreeFall_non"}; // _this switchMove "add_the_new_animation_here"; [_this,"add_the_new_animation_here"]remoteExec["switchMove",0]; // add_the_new_animation_here Share this post Link to post Share on other sites
haleks 8212 Posted June 4, 2019 On 5/31/2019 at 8:00 AM, Wiket said: Has anyone figured out how to make it so you NEVER enter that 100m halo animation??? Why? Are you having issues with units placed on very tall buildings? Or do you want another anim instead? We can't really answer without knowing that : the solution will be different depending on your needs. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted June 4, 2019 You can also check this : https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#AnimChanged but as Haleks said , it's good to add more information about. 1 Share this post Link to post Share on other sites
pierremgi 4905 Posted June 4, 2019 10 hours ago, Dedmen said: Arma. Halo "High altitude - low opening". When you are flying high in the air, your body goes into the parachute jump animation with arms stretched out. He's asking how to prevent that animation from starting. I don't know a way to prevent it. It was a joke... HALO is a game also and the question was so... vague, as Haleks noted. You can: player addEventHandler ["animChanged", { params ["_unit", "_anim"]; hint str [_unit,_anim]; if (["halofree",_anim] call Bis_fnc_instring) then {_unit switchMove ""} }]; but that needs a first "change" in animation, like key "forward" to cancel the animation on a simple teleportation. So, feel free to make some scripted change before this EH. 1 Share this post Link to post Share on other sites
Wiket 0 Posted June 18, 2019 Sorry, didnt get any notifications about this. Basically trying to remove the animation entirely. Creating a MP scenario and some of the things take place high in the ski (above 100m) and sometimes when getting out of vics or running down stairs people will get thrown into the animation. Share this post Link to post Share on other sites
bijx 17 Posted November 21, 2020 This may be a little late to the party, but if anyone else was looking for the solution and couldn't get pierremgi's code to work, use this version of it instead: this addEventHandler ["AnimChanged", { params ["_unit", "_anim"]; if (["halofree",_anim] call Bis_fnc_instring) then {_unit switchMove ""} }]; The problem with the other code was the hint line causing issues. Just tried it on my floating platform with enhanced movement enabled and every jump that used to throw my character into a freefall dive loop now just stands straight up! Share this post Link to post Share on other sites
Lightmanticore 0 Posted August 22, 2021 On 11/21/2020 at 2:16 AM, bijx said: This may be a little late to the party, but if anyone else was looking for the solution and couldn't get pierremgi's code to work, use this version of it instead: this addEventHandler ["AnimChanged", { params ["_unit", "_anim"]; if (["halofree",_anim] call Bis_fnc_instring) then {_unit switchMove ""} }]; The problem with the other code was the hint line causing issues. Just tried it on my floating platform with enhanced movement enabled and every jump that used to throw my character into a freefall dive loop now just stands straight up! This is even more late but I found this and if it works its great, but how do I apply it? an Init.sqf? Init of a player or a trigger's "on activation" field? Share this post Link to post Share on other sites
pierremgi 4905 Posted August 22, 2021 this means in init field of a unit (object) in editor. It's a special variable (don't mistake for _this) Share this post Link to post Share on other sites