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DaRat

Queen's gambit animations list

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Wanted to grab the animations from Queen's Gambit for Photography purposes, and, seeing that they weren't listed in the Biki or anywhere else I could find, I listed them here for anyone else that needs them and didn't know where they were (Credit to Clavicula_nox4817/ CameronMcDonald for pointing me in the right direction tounge2.gif ) smile_o.gif

I spose they could be added to the Biki, but I don't know how to do that myself so someone else can if they feel the need...

Usage

In a trigger:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">UnitName playmove "AnimationName"

Animation Names

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">m1s1pedros

m1s1wicks

m1s2lamb

m1s2wicks

m1s2zold1

m1s2zold2

m2s1kancler

m2s1pobocnik

m2s1wicks

m2s2bodyguard

m2s2bodyguard_centered

m2s2kancler

m2s2kancler_centered

m2s2lamb

m2s2lamb_centered

m2s2orlando

m2s2orlando_centered

m2s2wicks

m2s2wicks_centered

m2s2zoldak1

m2s2zoldak2

Data\m2s3lamb

m2s3orlando

m2s3wicks

m5s1gonzales

m5s1lamb

m5s1orlando

m6as1gonzales

m6as1lamb

m6as1orlando

m6as2gonzales

m6as2lamb

m6as2orlando

m6bs1zoldak1

m6bs1zoldak2

m6bs2gonzales

m6bs2lamb

m6bs2zoldak1

m6bs2zoldak2

m6bs3gonzales

m6bs3lamb

m6bs3zoldak1

m6bs3zoldak2

x01lamb

x01wicks

x01zoldak1

x01zoldak2

x03lamb

x03orlando

x04gonzales

x04lamb

x04orlando

x05s1gonzales

x05s1lamb

x05s1orlandotv

x05s2gonzales

x05s2lamb

x05s2zoldak1

x05s2zoldak2

x05s3lamb

x05s3zoldak1

x05s3zoldak2

x05s4gonzales

x05s4lamb

x05s4zoldak

x05s5a2lamb

x05s5a2zoldak1

x05s5a2zoldak2

x05s5alamb

x05s5azoldak1

x05s5azoldak2

x05s5b2lamb

x05s5b2zoldak1

x05s5b2zoldak2

x05s5bgonzales

x05s5blamb

xoutrolamb

xoutroorlando

xoutrozoldak1

xoutrozoldak2

Hope it helps someone at least thumbs-up.gif

P.S. If this is in the wrong section, I apologize... crazy_o.gif

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Are anyone able to "break out" of these "types" of animations? If so, how do you do it?

I mean, I have set up two triggers, synched to player with these in activation field (u1 is another unit I will watch):

on act 1st trigger: hint "first move"; u1 playMove "AmovPercMstpSlowWrflDnon_talking"

and

on act 2nd trigger: hint "second move"; u1 switchMove ","

For the animation, you can try with the kata and several (if not all?) of the QG animations as well.

For the break out attempt, I've tried

u1 playMove "Stand" (acc. to biki example)

u1 switchMove "FXStandDip" (acc. to biki example)

and even

u1 switchMove ","; u1 enableAI "ANIM" (acc. to  this thread and personal experiment).

But I'm just getting NOWHERE with this banghead.gif When second is activated, it just restarts the first instead.

Heeelp crazy_o.gif Animations are just sooo cool, but pretty unusable if you can't break out of them.

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Yo have to stop the current animation and then iniciate the other, but i don't know how to do this first part =(

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Itd be great if someone could list what these do. And, do these have to be in a trigger, or can they be in the init line of a unit?

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Itd be great if someone could list what these do. And, do these have to be in a trigger, or can they be in the init line of a unit?

In a trigger or script using playMove/switchMove

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Are anyone able to "break out" of these "types" of animations? If so, how do you do it?

-For arma moves, waypoints are the most reliable. I've never had problems with triggers or scripts though. Definitely not in an Init Line though.

-To get out of a move <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">u1 switchMove ";"

Trigger1: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">u1 PlayMove "m5s1gonzales"

Trigger2: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">u1 switchMove ";"; u1 playMove "x05s2gonzales"

If you want the beginning of the anim and then want to switch to a different anim via say, a script in .sqs,<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">u1 PlayMove "m5s1gonzales";

~1.75

u1 switchMove ";";

u1 playMove "x05s2gonzales";

exit

Observe the anim, count the amount of time you want the anim to run for and then use that to replace the ~1.75 in the script. Using that method will allow to cutoff any move at the point you want and start another. Exec the script after it's your saved mission any means you like i.e: init line, trigger, waypoint or init.sqs.

I should really be sleeping ROFL  goodnight.gif

Vidz

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Don't forget these!

Very useful for machinima, photos etc.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

ActsPercMstpSnonWnonDnon_DancingDuoIvan

ActsPercMstpSnonWnonDnon_DancingDuoStefan

ActsPercMstpSnonWnonDnon_DancingStefan

ActsPercMstpSnonWpstDnon_InterrogationSoldier

ActsPercMstpSnonWnonDnon_InterrogationVictim

ActsPercMstpSnonWrflDnon_ArrestingSoldier

ActsPercMstpSnonWnonDnon_ArrestingMan

AmovPercMstpSnonWnonDnon_Panicking1in

AmovPercMstpSnonWnonDnon_Panicking1loop

AmovPercMstpSnonWnonDnon_Panicking1out

AmovPercMstpSnonWnonDnon_Panicking2in

AmovPercMstpSnonWnonDnon_Panicking2loop

AmovPercMstpSnonWnonDnon_Panicking2out

AmovPercMstpSnonWnonDnon_Panicking3in

AmovPercMstpSnonWnonDnon_Panicking3loop

AmovPercMstpSnonWnonDnon_Panicking3out

ActsPercMstpSnonWnonDnon_Panicking1

ActsPercMstpSnonWnonDnon_Panicking2

ActsPercMstpSnonWnonDnon_Panicking3

ActsPercMstpSnonWnonDnon_Panicking4

ActsPercMstpSnonWnonDnon_Panicking5

ActsPercMstpSnonWnonDnon_Panicking6

ActsPercMstpSnonWnonDnon_Panicking7

ActsPpneMstpSnonWnonDnon_Panicking

ActsPercMstpSnonWnonDnon_ThingPassingStill

ActsPercMstpSlowWrflDnon_ThingPassingMoving

ActsPknlMstpSnonWnonDnon_ThingPassingStill

ActsPknlMstpSlowWrflDnon_ThingPassingMoving

ActsPercMwlkSlowWrflDnon_PatrolingBase1

ActsPercMwlkSlowWrflDnon_PatrolingBase2

ActsPercMwlkSlowWrflDnon_PatrolingBase3

ActsPercMwlkSlowWrflDnon_PatrolingBase4

ActsPknlMstpSnonWnonDnon_TreatingInjured

ActsPknlMstpSnonWrflDnon_TreatingSoldier

ActsPpneMstpSnonWnonDnon_Injured1

ActsPpneMstpSnonWnonDnon_Injured2

ActsPpneMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_Injured3

AmovPercMstpSlowWrflDnon_ActsPercMstpSlowWrflDr_HideFromFire

AmovPercMstpSlowWrflDnon_ActsPpneMstpSlowWrflDr_GrenadeEscape

AmovPercMwlkSlowWrflDf_ActsPercMstpSlowWrflDnon_HitLeg

AsigPercMstpSlowWrflDnon_AmovPercMrunSlowWrflDnon_GoGo

AsigPercMstpSlowWrflDnon_GoGo

ActsPercMstpSlowWrflDnon_Lolling

ActsPercMrunSlowWrflDf_FlipFlopPara

ActsPercMrunSlowWrflDf_TumbleOver

AmovPercMstpSnonWnonDnon_AmovPlieMstpSnonWnonDnon

AmovPlieMstpSnonWnonDnon

AmovPlieMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon

AsigPercMstpSlowWrflDnon_SendMenInAction

ActsPercMstpSnonWnonDnon_Listening

ActsPercMstpSnonWnonDnon_Talking1

ActsPercMstpSnonWnonDnon_Talking2

ActsPercMstpSlowWrflDnon_Listening

ActsPercMstpSlowWrflDnon_Talking1

ActsPercMstpSlowWrflDnon_Talking2

ActsPercMstpSlowWrflDnon_listeningOrdersUnderFire

ActsPercMstpSnonWnonDnon_ArrestingManLoop

AmovPercMstpSnonWnonDnon_Panicking1loopActions

ActsPercMstpSnonWnonDnon_ArrestingManLoopActions

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Don't forget these!

Very useful for machinima, photos etc.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

....................

wow_o.gif

Tr1n you amazing movie maker you! How did you find those!? How did I miss those! I tore apart every .pbo in ARMA looking for more anims!

Great job dude  pistols.gif

btw: Your new movie = EPIC. Despite your RL, hope you can get time in the future to keep it up. Movie making in ARMA would be much lesser without you dude smile_o.gif

Cheers,

Vidz

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