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LauryThorn

Difference between

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I'd like to know how those commands differ?

Also, when I command unit

soldier playmove "FXStandAtt"

they will stand "in attention".

How can you stop them standing like that,

and make them free to move again?

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Switchmove:

"When used on person, given move is started immediatelly (no transition). Use switchmove "" to switch back to default movement is there is no transition back, otherwise person may be stuck."

Playmove:

"When used on person, smooth transition to given move will be done."

Kind of explains it all...

Regarding how to stop them, I dont know... Height doesnt change, so no point in checking that ("aborting" something), though I did get it to work by checking several things in my RepairRespawn script (repairing destroyed unit on spot with a mechanic and a tool truck). But its not perfect, sometimes (rather often) one manage to stand, but you cant move unless you want it to abort the repairing process...

(ONLY FOR PLAYER)

One can also do the disableinput (not sure about the command), which stops every input (hence you stay where you are), but it is kind of TOO limiting, you still want to be able to abort it for my script, but you may want to use it... (ONLY FOR PLAYER)

-EDIT- disableai move might work, but there isnt a command to enable it again :/

(AI)

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Thanks a lot.. I looked for that info in my docs, but couldn't find it..

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">destroyed unit on spot with a mechanic and a tool truck<span id='postcolor'>

What kind of movement did you use on that?

I'm looking for movement where you start to climb in vehicle,

specifically M60.

I'm working on script where player can add a booby trap to a tank.

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I use the satchel laydown movement. (crouch to ground, looks like you are doing something). if you move from that location, repairing is aborted (takes some 20 secs to fix it).

Movement of climbing into a tank? Well with that I think you have to disable the input for the player...

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All right, I got this to work.. It goes like this.

In the beginning of the briefing, I command

me_player switchmove "FXStandAtt"

[and all the other teammates, same command]

And in the end of the briefing:

me_player switchmove ""

Which frees them..

I'm working with this "Stop invasion" mission, which

is pretty much straight-forward infantry-combat, not

very unique, but I like it..

I will post a link when it's ready.

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