Melody_Mike 127 Posted July 27, 2020 Hello everyone! I would like my multiplayer mission to start with a cutscene of the player walking through a room and interacting with something (as an animation), before giving control to the player. I am able to initiate the walking animation for the player. But unfortunately, A) the player can still turn the camera (and thus turn the character from its prescribed path).B) I can't find the appropriate BIKI command to stopping the animation. Here's the first draft of my intro.sqf file, that is execVM'd as soon as the mission starts: player1 switchCamera "INTERNAL"; [] spawn { waitUntil {time > 0}; while {time < 20} do { player1 playMove "AmovPercMwlkSnonWnonDf"; }; }; Do be merciful; it is my first attempt at using animations. Share this post Link to post Share on other sites
JohnKalo 657 Posted July 27, 2020 Maybe you can try working with this: https://www.armaholic.com/page.php?id=30731 1 Share this post Link to post Share on other sites
Melody_Mike 127 Posted July 27, 2020 @JohnKalo Thanks for the suggestion! However , it seems that the script, and the given example, use an external camera to make (quite awesome) panning, zooming, and establishing shots. That this script exists is a bit puzzling for me, because https://community.bistudio.com/wiki/camPrepareTarget and the related commands are reasonably straightforward to use. Even in multiplayer, you can simply execute the camera moves locally. But my problem is in creating a first person camera, where the player is doing an animation (walking, then interacting), and the player is temporarily prevented from making inputs. Do you know a script for that, a youtube tutorial, or a user mission? Share this post Link to post Share on other sites
JohnKalo 657 Posted July 28, 2020 This should help: 1 Share this post Link to post Share on other sites
Melody_Mike 127 Posted July 28, 2020 Thanks @JohnKalo I'd found "hubspectator_walk" as a walking animation that disabled player control, in another topic: But didn't know how to stop it. The solution seems to be to use sleep as a timer (I used waitUntil and while loops) and an appropriate transition animation to stop the walking and put the player back in control.. I really really wish there was a topic or mod that gave a good overview of all the animations. The ingame animation viewer truly doesn't cut it. Good find! 1 Share this post Link to post Share on other sites
Play3r 143 Posted August 2, 2020 I believe that you have to use this command: player switchmove "AmovPercMstpSnonWnonDnon"; To reset the player. Share this post Link to post Share on other sites