thirtyg 0 Posted March 31, 2004 I would have used this thread but it is closed. I'm looking for suggestions on which animations (both BIS and 3rd party) cutscene editors and the boys/girls that make the nice OFP:CP pictures find the best for using in the following situations: - shaking hands - motioning hello/goodbye - motioning for someone to move towards you - motioning for someone to move away from you - Any other saluation/greeting animations Some of the above may not exist Note i dont need links to command references just advice on what animations people use or know do the above. thanks Share this post Link to post Share on other sites
Acecombat 0 Posted March 31, 2004 I once had all written down somewhere in one missions trigger but i think i deleted it The one all-purpose talk/call/taunt/sign one is: "effectstandtalk" I hope i have written it correctly , there are more but this one i good enough ,IF you arent counting in CUSTOM anims that is. Share this post Link to post Share on other sites
general 0 Posted March 31, 2004 would be nice if it could be an animation where a soldier waves for a copper. (like he want the copper to see him and rescue him) Share this post Link to post Share on other sites
AimPoint 0 Posted May 12, 2004 Simple question,what is the name of that anim ?? thx in advance Share this post Link to post Share on other sites
redface 1 Posted May 14, 2004 FXCivilFoldOnesArms it's mentioned in the ofpec resource on switchmoves Share this post Link to post Share on other sites
redface 1 Posted May 14, 2004 would be nice if it could be an animation where a soldier waves for a copper. (like he want the copper to see him and rescue him) this switchmove "wave" this switchmove "waveloop" is contained in the Unified Animations Pack by Milkman (compiling most of Wilco, Hunter's animations) http://users.skynet.be/be-studios/Unified_Animations1.0.rar Share this post Link to post Share on other sites
Major Fubar 0 Posted May 14, 2004 Newest animations in Resistence.....<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">reloadMagazine="HandGunCrouchReloadMagazine"; throwGrenade="HandGunStandThrowGrenade1"; lying="Lying"; civilLying="CivilLying"; crouch="Crouch"; combat="Combat"; stand="Stand"; civil="Civil"; die="HandGunCrouchDead"; handGunOn="HandGunCrouch"; weaponOn="Weapon"; binocOn="BinocHandGunCrouch"; binocOff="HandGunCrouch"; medic="HandGunMedic"; walkF="HandGunCrouchWalkF"; walkLF="HandGunCrouchWalkLF"; walkRF="HandGunCrouchWalkRF"; walkL="HandGunCrouchWalkL"; walkR="HandGunCrouchWalkR"; walkLB="HandGunCrouchWalkLB"; walkRB="HandGunCrouchWalkRB"; walkB="HandGunCrouchWalkB"; slowF="HandGunCrouchWalkF"; slowLF="HandGunCrouchWalkLF"; slowRF="HandGunCrouchWalkRF"; slowL="HandGunCrouchWalkL"; slowR="HandGunCrouchWalkR"; slowLB="HandGunCrouchWalkLB"; slowRB="HandGunCrouchWalkRB"; slowB="HandGunCrouchWalkB"; fastF="HandGunCrouchRunF"; fastLF="HandGunCrouchRunLF"; fastRF="HandGunCrouchRunRF"; fastL="HandGunCrouchRunL"; fastR="HandGunCrouchRunR"; fastLB="HandGunCrouchRunLB"; fastRB="HandGunCrouchRunRB"; fastB="HandGunCrouchRunB"; turnL="HandGunCrouchTurnL"; turnR="HandGunCrouchTurnR"; getInCar="HandGunGetInCar"; getOutCar="HandGunStand"; getInTank="HandGunGetInTank"; getOutTank="HandGunGetOutTank"; default="HandGunCrouch"; upDegree="ManPosHandGunCrouch" stop="HandGunLying"; down="HandGunStand"; up="HandGunCrouch"; reloadMagazine="HandGunLyingReloadMagazine"; throwGrenade="HandGunLyingThrowGrenade1"; lying="Lying"; civilLying="CivilLying"; crouch="Crouch"; combat="Combat"; stand="Stand"; civil="Civil"; die="HandGunLyingDead"; handGunOn="HandGunLying"; weaponOn="Weapon"; binocOn="BinocHandGunLying"; binocOff="HandGunLying"; medic="HandGunMedic"; putDown="HandGunLyingPutDown"; takeFlag="HandGunStandToHandGunTakeFlag"; walkF="HandGunLyingCrawlF"; walkLF="HandGunLyingCrawlLF"; walkRF="HandGunLyingCrawlRF"; walkL="HandGunLyingCrawlL"; walkR="HandGunLyingCrawlR"; walkLB="HandGunLyingCrawlLB"; walkRB="HandGunLyingCrawlRB"; walkB="HandGunLyingCrawlB"; slowF="HandGunLyingCrawlF"; slowLF="HandGunLyingCrawlLF"; slowRF="HandGunLyingCrawlRF"; slowL="HandGunLyingCrawlL"; slowR="HandGunLyingCrawlR"; slowLB="HandGunLyingCrawlLB"; slowRB="HandGunLyingCrawlRB"; slowB="HandGunLyingCrawlB"; fastF="HandGunLyingFastCrawlF"; fastLF="HandGunLyingCrawlLF"; fastRF="HandGunLyingCrawlRF"; fastL="HandGunLyingCrawlL"; fastR="HandGunLyingCrawlR"; fastLB="HandGunLyingCrawlLB"; fastRB="HandGunLyingCrawlRB"; fastB="HandGunLyingCrawlB"; turnL="HandGunLyingTurnL"; turnR="HandGunLyingTurnR"; getInCar="HandGunGetInCar"; getOutCar="HandGunStand"; getInTank="HandGunGetInTank"; getOutTank="HandGunGetOutTank"; default="HandGunLying"; upDegree="ManPosHandGunLying"; stop="HandGunStand"; stopRelaxed="HandGunStandRelaxed"; down="HandGunLying"; up="HandGunCrouch"; reloadMagazine="HandGunStandReloadMagazine"; throwGrenade="HandGunStandThrowGrenade1"; lying="Lying"; civilLying="CivilLying"; crouch="Crouch"; combat="Combat"; stand="Stand"; civil="Civil"; die="HandGunStandDead"; handGunOn="HandGunStand"; weaponOn="Weapon"; binocOn="BinocHandGunStand"; binocOff="HandGunStand"; medic="HandGunMedic"; putDown="HandGunPutDown"; takeFlag="HandGunStandToHandGunTakeFlag"; walkF="HandGunStandWalkF"; walkLF="HandGunStandWalkLF"; walkRF="HandGunStandWalkRF"; walkL="HandGunStandWalkL"; walkR="HandGunStandWalkR"; walkLB="HandGunStandWalkLB"; walkRB="HandGunStandWalkRB"; walkB="HandGunStandWalkB"; slowF="HandGunStandWalkF"; slowLF="HandGunStandWalkLF"; slowRF="HandGunStandWalkRF"; slowL="HandGunStandWalkL"; slowR="HandGunStandWalkR"; slowLB="HandGunStandWalkLB"; slowRB="HandGunStandWalkRB"; slowB="HandGunStandWalkB"; fastF="HandGunStandRunF"; fastLF="HandGunStandRunLF"; fastRF="HandGunStandRunRF"; fastL="HandGunStandRunL"; fastR="HandGunStandRunR"; fastLB="HandGunStandRunLB"; fastRB="HandGunStandRunRB"; fastB="HandGunStandRunB"; turnL="HandGunStandTurnL"; turnR="HandGunStandTurnR"; turnLRelaxed="HandGunStandTurnLRelaxed"; turnRRelaxed="HandGunStandTurnRRelaxed"; getInCar="HandGunGetInCar"; getOutCar="HandGunStand"; getInTank="HandGunGetInTank"; getOutTank="HandGunGetOutTank"; default="HandGunStand"; upDegree="ManPosHandGunStand"; stop="HandGunTakeFlag"; default="HandGunTakeFlag busDriverDying busDriverDead busCargo busCargoV1 busCargoDying busCargoDead jawaCoDriver jawaDriver FXexecution FXexecutionDead FXdismay FXToKneel FXInKneel FXFromKneel FXshow1 FXshow2 FXshow3 FXshow4 FXshow5 FXCivilLookaround FXCivilLookaround2 FXCivilLookback FXCivilHandMouth FXCivilFoldOnesArms FXCivilArmsAkimboR FXCivilArmsAkimboL FXFromTable FXToTable FXSitLeftHandDown FXSitRightHandDown FXSitHandsOnTable FXToHand FXInHand FXInHandStat FXFromHand FXNewcivil FXWomanSur [EDIT] It has just been brought to my attention that someone made a list with most of these on here. But it never hurts to have another resource ;) [EDIT] Share this post Link to post Share on other sites
joltan 0 Posted May 14, 2004 Uhm... (scroll down for animation names...) Share this post Link to post Share on other sites