HUNT666 0 Posted December 5, 2003 First i have to say my englisch is bad. Now my Problem . I made two anims the first is the jump. And the other is the flyanim. class freefall2: StandBase { actions = StandTalkActions; file=\Hunter_anims\freefall2.rtm; speed = -3.0;  looped=false; soundEnabled=false; duty =0.700000; onLandBeg =1; interpolationSpeed=1; connectFrom[]={Stand, 1, StandVar2, 1, StandVar3, 1}; connectTo[]={freefall2stat, 1}; interpolateTo[]={freefall2stat, 1}; }; class freefall2stat: StandBase { actions = StandTalkActions; file=\Hunter_anims\freefall2stat.rtm; speed = -1.0;  looped=false; soundEnabled=false; duty =0.600000; onLandBeg =1; interpolationSpeed=1; connectFrom[]={freefall2, 1}; connectTo[]={freefall2stat, 1}; interpolateTo[]={"LyingDying",0.100000}; }; I have to say i dont know anything about cpp´s. The soldier jumps and freeze on this position (picture) Is it possible that he falls in this position? THX in Advance Share this post Link to post Share on other sites
tracy_t 0 Posted December 9, 2003 That's the same problem that you get if you use SetPos on a unit, or CreateVehicle in mid air. OFP doesn't bother applying gravity. What to do is use the following code: _jumper switchmove "Jumpanim" #lp _opos = GetPos _jumper   (where jumper is id of person) _height = _opos select <bugger, I forget the index in the Position struct for the Z (height) coordinate. I think it's 2. Ach, I'm sure you'll find it> ? _height <= 0: goto "jumpdone" ; Adjust height of jumper _jumper setpos [_opos select 0, _opos select 1, (_opos select 2)-1] ~1 ; Might want to adjust wait above to reflect gravity goto "lp" #jumpdone _jumper setdamage 1   ; You want jumper to look bloodied exit Hmm; I wonder if SetVelocity could be used here.... interesting. Anyway Hunt I might try that later on... Share this post Link to post Share on other sites
HUNT666 0 Posted December 9, 2003 Great !!!!! Why i didnt ask you first Cu later Share this post Link to post Share on other sites