norrin 9 Posted May 30, 2009 (edited) Thought I'd get the ball rolling as far as the new animations were concerned . Here's what I've got so far - please contribute if you have more Standing idle weapon lowered at waist Aidlpercmstpsraswrfldnon_idlesteady01n Aidlpercmstpsraswrfldnon_idlesteady02n Aidlpercmstpsraswrfldnon_idlesteady03n Aidlpercmstpsraswrfldnon_idlesteady04n Injured lying on the ground Aidlppnemstpsraswrfldnon0s Rolling on back animation sequence Lying on stomach needing aid Aidlpercmstpsraswrfldnon Roll onto back injured Ainjppnemstpsnonwrfldnon_rolltoback Roll around on back injured twitching and gasping Ainjppnemstpsnonwrfldnon Roll onto front injured Ainjppnemstpsnonwrfldnon_rolltofront Lying down on stomach injured Amovppnemsprslowwrfldf Unit being dragged sequence unit being grabbed Ainjppnemstpsnonwrfldb_grab unit lying still while being dragged Ainjppnemstpsnonwrfldb_still unit being put back on the ground again Ainjppnemstpsnonwrfldb_release Unit being carried on shoulder unit being picked up and put on shoulder ainjpfalmstpsnonwrfldnon_carried_up unit lying still while being carried on shoulder ainjpfalmstpsnonwrfldnon_carried_still unit being put back down on ground ainjpfalmstpsnonwrfldnon_carried_down Please let me know if I've made any transcription errors EDIT: Started adding to the BIKI see: http://community.bistudio.com/wiki/ArmA2:_Moves Edited June 2, 2009 by norrin Share this post Link to post Share on other sites
norrin 9 Posted June 2, 2009 I've been adding a few more animations to the BIKI page: http://community.bistudio.com/wiki/ArmA2:_Moves One thing I've encountered though is for some animations, eg. aav_driver, aav_cargoO1 etc, they cannot be set using the switchMove or playMove commands. Does anybody know how to use these animations, for instance using a new command? Share this post Link to post Share on other sites
Trikz 10 Posted July 9, 2009 Nice stuff man i really wana add some of these to my missions.. but how do you add them :P I was messing about trying to figure it out but i aint to good with editing atm any chance on a little help :P Share this post Link to post Share on other sites
kylania 568 Posted July 9, 2009 unit playMove "nameofmove"; Share this post Link to post Share on other sites
Trikz 10 Posted July 9, 2009 (edited) unit playMove "nameofmove"; So should this work when placed in a units Initilization box? Is there anything special i need to do othter than that? The units name is man1 man1 playMove "amovpsitmstpsraswrfldnon_smoking"; I used it as a trigger and it works (although there is no cigarette in his hand which is lame) but is there no way to make it work from the units init. Edited July 9, 2009 by Trikz Share this post Link to post Share on other sites
magicpanda 19 Posted July 9, 2009 You can add the moves to the on activation field of a waypoint or trigger. I have a spec ops officer in my mission who drops and does pressups every so often. Share this post Link to post Share on other sites
Trikz 10 Posted July 9, 2009 Ahh yeah just tested waypoints with 3 guys.. pretty cool cheers for the help guys. Share this post Link to post Share on other sites
Junker 0 Posted July 9, 2009 I've been adding a few more animations to the BIKI page: http://community.bistudio.com/wiki/ArmA2:_MovesOne thing I've encountered though is for some animations, eg. aav_driver, aav_cargoO1 etc, they cannot be set using the switchMove or playMove commands. Does anybody know how to use these animations, for instance using a new command? have you tried them without any weapons on the units ?? Also there is a mission somewhere in the forums that has a animation viewer and lists 2441 animations... Share this post Link to post Share on other sites
Winchester Delta_1 0 Posted July 14, 2009 Hey guy's i'm trying to get these animations working but they don't do annything. IN Arma 1 i could get them to work but now it doesn't even do annything. I tried to put them in triggers, waypoint activation even in the unit init line. Tried playmove and switchmove. All with no result. I'm trieng to get them to execute pushups with this string i got from the animation viewer: AmovPercMstpSnonWnonDnon_exercisePushup If somebody can get it to work can you send me you'r mission. Would be verry helpfull Share this post Link to post Share on other sites
d3boy2002 10 Posted July 17, 2009 I really can't get this to work :\. Any tips for a complete animation newbie? Share this post Link to post Share on other sites
JustiX-NL 10 Posted August 7, 2009 Try this I've playmove doesnt work Unit SwitchMove "amovpsitmstpsraswrfldnon_smoking" Share this post Link to post Share on other sites
Muahaha 10 Posted September 18, 2009 Is all the anim in Czech? Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted September 18, 2009 Nope, it's a combination of abbreviations. Check out the explanation here. Share this post Link to post Share on other sites
bloodbomb 12 Posted September 20, 2009 I've been adding a few more animations to the BIKI page: http://community.bistudio.com/wiki/ArmA2:_Moves Legend, thanks Norrin Share this post Link to post Share on other sites
Dragonia 0 Posted December 17, 2009 I don't know about other people but this is not working for me: Roll around on back injured twitching and gaspingAinjppnemstpsnonwrfldnon The unit just lays on his back and does not do any twitching nor gasping. I tried both playMove and switchMove. Any suggestions what I'm doing wrong? Share this post Link to post Share on other sites
odyseus 19 Posted September 21, 2012 Hello guys I need help with this. so here i my set up. I have an AI moving to waypoint 1 where he will perform animation 1 then i need him to move to waypoint 2 where he will perform another animation. I need the duration of the animation to be random! them a need him to stop it all and move to another waypoint ones a trigger i set up as an alarm goes off. Can someone help me. I was able to get the AI to move to waypoint 1 and do the animation 1 then the animation stops and he does not move to waypoint 2. :/ Share this post Link to post Share on other sites
odyseus 19 Posted September 21, 2012 anyone? would condition be a solution?? waypoint1 == true on the act of waypoint1 and on the condition windown of waypoint 2 put waypoint1 ??? Share this post Link to post Share on other sites