CarlGustaffa 4 Posted October 14, 2007 Hi Most anims can be exited or swtched out of in a script, but I have no luck on the kata and talking moves. Specifically, I want two soldiers in the talk animation AmovPercMstpSlowWrflDnon_talking break out of it and react to an alarm. Once I switchMove or playMove to something else, they go back into the talking move. Arrrggggh, a whole day waisted... Share this post Link to post Share on other sites
Op4 BuhBye 0 Posted October 14, 2007 Maybe setting the talking move to null? Share this post Link to post Share on other sites
CarlGustaffa 4 Posted October 14, 2007 How do I do that? (Sorry, noob warning here) Share this post Link to post Share on other sites
Op4 BuhBye 0 Posted October 14, 2007 I have never done it and someone else may know for sure but I would guess maybe.... = null at the end of the command. Share this post Link to post Share on other sites
ArmaVidz 0 Posted October 15, 2007 unit_name switchmove ","; should work in a trigger or waypoint. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted October 15, 2007 Oh, so *that's* nulling the animation? Okay. Believe I tried that, but the next animation would play or switch then just return to this talking animation, unless it played a dead end such as a dead state anim. Have a tested example that works, with correct delays, and end up in a working pose where further waypointing works? Share this post Link to post Share on other sites
ArmaVidz 0 Posted October 15, 2007 Hmm, haven't tried that but I guess if you want a one time animation cut imho noob opinion I would use a script exec'd by the waypoint with the anim and anim null. Or you could use two triggers grouped to the unit and set at different timings. That's the only way I know how atm Share this post Link to post Share on other sites