sprayer_faust 0 Posted August 31, 2007 Is there a way to stop an animation in the middle? Here's the situation: It is a stealth-saboteur kind of mission. Two enemy soldiers are talking using this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">talkt=1; while {talkt==1} do { talkie1 playmove "AmovPercMstpSnonWnonDnon_talking"; sleep 10; talkie2 playmove "AmovPercMstpSnonWnonDnon_talking"; } To make it short. When you shoot at those two talkies they are like: "Let me finish the conversation.... I will die after." I would just want to know if there is a way to cut this anim in the middle: -and make a death anim afterwards (in case of being shot) -when you are too close (a trigger with radius) - detected by them -when any other soldier detects you (detected by <side>), so the talkies don't look like fools... talking after somebody has spotted an enemy. I was searching the forum and can't find the solution. Hope it exists. Maybe there's a way around it. Share this post Link to post Share on other sites
celery 8 Posted August 31, 2007 I would guess that switchmove does it, you just have to find an animation you want them to switch to. Try this: talkie1 switchmove "AmovPercMstpSnonWnonDnon"; Share this post Link to post Share on other sites
sprayer_faust 0 Posted August 31, 2007 Thanks. I tried that, but it still doesn't work. I did something like this:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">talkie1 playmove "AmovPercMstpSnonWnonDnon_talking"; // if i put switchmove here it doesn't play the animation - tried that //then a radio controled triger for testing with: talkie1 switchmove "AmovPercMstpSnonWnonDnon"; But after the second line is executed the soldier stops for 0.1 of a second and continues the conversation animation. During it he is still invincible. Share this post Link to post Share on other sites
baddo 0 Posted August 31, 2007 Try unit playMove ""; or unit switchmove ""; I don't know if it works, you try what it does, if anything basically the idea is to give the game a non-existing animation to play. I recall in OFP it worked, although this memory comes from a long time ago. Share this post Link to post Share on other sites
ArmaVidz 0 Posted August 31, 2007 Is there a way to stop an animation in the middle?Here's the situation: It is a stealth-saboteur kind of mission. Two enemy soldiers are talking using this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">talkt=1; while {talkt==1} do { talkie1 playmove "AmovPercMstpSnonWnonDnon_talking"; sleep 10; talkie2 playmove "AmovPercMstpSnonWnonDnon_talking"; } To make it short. When you shoot at those two talkies they are like: "Let me finish the conversation.... I will die after." I would just want to know if there is a way to cut this anim in the middle: -and make a death anim afterwards (in case of being shot) -when you are too close (a trigger with radius) - detected by them -when any other soldier detects you (detected by <side>), so the talkies don't look like fools... talking after somebody has spotted an enemy. I was searching the forum and can't find the solution. Hope it exists. Maybe there's a way around it. I use Quote[/b] ]player switchmove ","; Use that right after a time command in a script (~1 or ~0.216 etc) and you can kill any animation exactly where you want. I used it in my Saving Private Ryan video to kill the anim to make it look like the soldiers were pointing. Not the greatest, but did the job. Share this post Link to post Share on other sites
sprayer_faust 0 Posted September 1, 2007 Thank you very much Baddo and ArmaVidz. Celery's way works too. It works. Btw, I liked "BF2 sucks" explosion. Share this post Link to post Share on other sites