LCN 10 Posted July 20, 2010 Hello everyone, I would like to know something, I am trying to make a mission and I have a "problem" with the animations. I would like to prolong them for a determinated time, and stop after somebody stopped talking, as example. I think it is with "time max, min..." but I don't know how to use it. Can somebody help me ? Share this post Link to post Share on other sites
ProfTournesol 956 Posted July 20, 2010 I'll answer you if you correct the name of our country under your name in the "location" area ;) Share this post Link to post Share on other sites
LCN 10 Posted July 20, 2010 (edited) Oups, hé hé éè sorry, I didn't see that...I thought having corrected it...I'm very pleased to meet a compatriot ^^ Edited July 20, 2010 by LCN Share this post Link to post Share on other sites
ProfTournesol 956 Posted July 20, 2010 Ok !! So, you can make a little script like this : _soldier = _this select 0 _soldier switchmove "my_animation_name" ;write hereunder the length of the anim in seconds ~10 _soldier switchmove "my_animation_name" ;write hereunder the additonal time ~5 _soldier switchmove "" ;that's the way to stop an anim. It works most of the time... exit Save the script as "my_anim.sqs" for example, put it in the mission folder and launch it like this, in the on activation line of a trigger for example : [name_of_the_soldier] exec "my_anim.sqs" Share this post Link to post Share on other sites
LCN 10 Posted July 20, 2010 Understood, I will do as you say thank you ^^ By the way, is there a script like this one to do the same but with the camera moves ? Share this post Link to post Share on other sites
ProfTournesol 956 Posted July 20, 2010 Yes, the same script with camera parts in it. Camera parts can be simply created with the camera.sqs script which exists by default in OFP. Look here, and particularly the "Using in script" part. Share this post Link to post Share on other sites
LCN 10 Posted July 20, 2010 OK, I will, thank you very much ^^ Share this post Link to post Share on other sites