Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×
Sign in to follow this  
IceShade

Manipulating vehicle animations

Recommended Posts

Hi there.

Working on a little script that turns a normal T72 into a wrecked, abandoned, disabled T72.

So far the only way I've been able to get AI to turn out of their hatches is to put them to Setbehaviour "SAFE". Unfortunately, the way they do it is unreliable (sometimes the gunner pops out first, other times the commander) and slow (for some reason they don't turn out all at once, but one at a time) ..

This wouldn't be a problem if BIS hadn't decided to reset the tank's turret and gun position once the gunner turns out. Considering I setHit the turret and gun to the point where the gunner can't move them anymore, I'm baffled. Because the turret/gun resets, I need to absolutely time it right, otherwise by the time the gunner has turned out and has been unassigned from the vehicle, the turret is already in the reset position.

That was the background story. Now for my actual question: I looked in the config for the T72 and it has a line called gunnerAction = "T72_GunnerOut";. Is there a way to use this animation in a script so I can make the hatches turn out without having to rely on actual AI infantry?

Note, I'm not actually sure whether this is the right animation. It could be the gunner's animation when turning out, or the actual hatch animation. What I'm trying to accomplish is to open the hatches, one way or another. The best and most reliable way would be to simply open those hatches with the T72 hatch animations .. no AI involved.

Share this post


Link to post
Share on other sites

its not possible afik

one workaround that might work is to create a logic then move the logic in gunner/commander and use _logic action ["TURNOUT", _tank] ;

i dont know if it will work,.. but i know that you could do it in arma 1 with logics.

give it a try and see if it works..

one other way might be to deletecolition on a ai which you set in gunner then turn him out.. then set him as commander and turn him out.. then delete the ai..

Share this post


Link to post
Share on other sites
its not possible afik

one workaround that might work is to create a logic then move the logic in gunner/commander and use _logic action ["TURNOUT", _tank] ;

i dont know if it will work,.. but i know that you could do it in arma 1 with logics.

give it a try and see if it works..

one other way might be to deletecolition on a ai which you set in gunner then turn him out.. then set him as commander and turn him out.. then delete the ai..

Unfortunately, AFAIK, you can't put game logics in vehicle spots anymore. Unless they fixed/changed that in one of the recent patches.. But I'll try to switch him around the vehicle like you mention. That will probably make it more reliable at the expense of speed ..

Deletecollection isn't an issue because they'll be put in the vehicle, quickly have them open the hatches, throw em out and delete them.

Also, another AFAIK, action ["TURNOUT", _tank] can't be used on AI tanks; only on human commanders.

Thanks for the idea, I'll get on it.

Share this post


Link to post
Share on other sites
Unfortunately, AFAIK, you can't put game logics in vehicle spots anymore

thats a major bummer :\

Share this post


Link to post
Share on other sites

Hey, great tip.

I'm just using a single guy to quickly switch between the positions in safe mode, which reliably opens the hatches.

Wait 0.5 seconds for the guy to open the hatch, moveout the unit, movein the next seat, wait 0.5 seconds, moveout, rinse repeat. No more synchronization problems, because you don't need to wait for all three crew members to be done.

That makes the script reliable. Though I'd still like to know whether it's possibly to use the vehicle animations in a script... might come in handy for future missions.

Share this post


Link to post
Share on other sites
Sign in to follow this  

×