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nesmonartis

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About nesmonartis

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    nesmonartis
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    http://steamcommunity.com/id/ArtyomAbramov

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  1. When axe on back AA_Axe attachTo [player,[0,0,0],"launcher"]; onEachFrame {AA_Axe setVectorDirAndUp [((player selectionPosition "rightShoulder") vectorAdd [-0.10,-0.11,-0.05]) vectorFromTo (player selectionPosition "leftshoulder"),(player selectionPosition "spine3") vectorFromTo (player selectionPosition "launcher")];} When axe in hand AA_Axe attachTo [player,[0,0,0.16],"rightHand"];onEachFrame {AA_Axe setVectorDirAndUp [((player selectionPosition "rightarmroll")),(player selectionPosition "rightarm") vectorAdd [0,0,1]];}
  2. nesmonartis

    Realistic Jumping Script

    I write a simple script, jump and get over on one key. If player speed more then 18 and fatigue less 0.7 then playing animation jump. Code in display event handler: case 47: // V { if (animationState player != "AovrPercMrunSrasWrflDf" && speed player >= 18 && getFatigue player < 0.7) then { [[player,"AovrPercMrunSrasWrflDf"],"fn_Anim",nil,false] spawn BIS_fnc_MP; _handled = true; }; }; Anim function: fn_Anim = { private["_unit", "_anim", "_weap"]; _unit = _this select 0; _anim = _this select 1; _unit switchMove _anim; if (handgunWeapon player == currentWeapon player) then { sleep 0.87; _unit switchMove "AmovPercMstpSrasWpstDnon"; }; }; Video: https://youtu.be/1ckbiEt1HhA
  3. nesmonartis

    Make AI sprint

    I do some changes for this code, event handler replaces animations run on sprint. Now ai can sprint right or left. _unit addEventHandler ["AnimChanged", { _aunit = _this select 0; _curanim = _this select 1; if (_curanim == "AmovPercMrunSnonWnonDf") then {_aunit playmove "AmovPercMevaSnonWnonDf"}; if (_curanim == "AmovPercMrunSnonWnonDfl") then {_aunit playmove "AmovPercMevaSnonWnonDfl"}; if (_curanim == "AmovPercMrunSnonWnonDfr") then {_aunit playmove "AmovPercMevaSnonWnonDfr"}; }];
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