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AmBush03

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About AmBush03

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  1. Feels like such a simple thing to do, too... I looked up the bohemia's function, it seems to do the exact same thing you suggested: //play next anim when previous finishes _ehAnimDone = _unit addEventHandler [ "AnimDone", { private["_unit","_anim","_pool"]; _unit = _this select 0; _anim = _this select 1; _pool = _unit getVariable ["BIS_fnc_ambientAnim__anims",[]];
  2. Thank you very much for the replies, though I can't help but feel like there's an easier way to do what I'm trying to make - I noticed that animation configs have a "looping" property which I assume governs if the animation should loop once it's complete - Could it be possible to modify the config using mission config files?
  3. I am trying to make a simple function that will add an event, which triggered, causes a select few animations to repeat on themselves, however, I'm struggling with finding a way to pass a variable from the function to the event itself. (The string of the animation to loop.) I have searched a lot of forum posts, but I haven't found anyone with a similiar issue. Maybe there's an easier way to do what I'm trying to do? Any help would be greatly appreciated. fnc_loopAnim = { params ["_unit", "_loopedAnim"]; _unit addEventHandler [ "AnimDone", { params["_unit","_anim", ???]; if (_anim == _loopedAnim) then { _unit switchMove param _loopedAnim; _unit playMoveNow param _loopedAnim; }; }]; };
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