If I push the stop dancing action or the entire dancing ends the character should return to normal status (as in standing with weapon in hand)
I have tried using this code:
_caller switchmove "";
but whenever this code executes the character returns to normal status and a dancing animation is restarted (not the entire script,just the one animation which played right before the switchmove command)
this brings me to my question:
How can I stop the character performing an animation?
Problem with animations
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted · Edited by Jewpiter
I am trying to make a script that will allow me to start dancing to a music and stop dancing whenever I would like (multiplayer compatible).
I made 2 scripts, one for the dancing action and another one which controls the "stop dancing" action
this is dance.sqf
_caller= _this select 1; _id = _this select 2; playmusic "song"; _caller removeAction _id; _stopdance = _caller addaction ["Stop Dancing","stopdance.sqf"]; _caller setVariable ["dance",true]; _caller playmove "ActsPercMstpSnonWnonDnon_DancingDuoStefan"; _dance=_caller getvariable "dance"; for [{_x=1},{((_x<=42) and (_dance))},{_x=_x+1}] do { sleep 1; _dance=_caller getvariable "dance"; }; _dance=_caller getvariable "dance"; if (_dance) then { _caller playmove "ActsPercMstpSnonWnonDnon_DancingDuoIvan"; for [{_x=1},{((_x<=39) and (_dance))},{_x=_x+1}] do { sleep 1; _dance=_caller getvariable "dance"; }; }; _dance=_caller getvariable "dance"; if (_dance) then { _caller playmove "ActsPercMstpSnonWnonDnon_DancingDuoIvan"; for [{_x=1},{((_x<=39) and (_dance))},{_x=_x+1}] do { sleep 1; _dance=_caller getvariable "dance"; }; }; _dance=_caller getvariable "dance"; if (_dance) then { _caller playmove "ActsPercMstpSnonWnonDnon_DancingDuoStefan"; for [{_x=1},{((_x<=35) and (_dance))},{_x=_x+1}] do { sleep 1; _dance=_caller getvariable "dance"; }; }; _dance=_caller getvariable "dance"; if (_dance) then { _caller playmove "ActsPercMstpSnonWnonDnon_DancingDuoIvan"; for [{_x=1},{((_x<=30) and (_dance))},{_x=_x+1}] do { sleep 1; _dance=_caller getvariable "dance"; }; }; playmusic ["song",206]; _caller switchmove ""; try { _caller removeaction _stopdance; }; _caller addaction ["Dance","dance.sqf"];and this is stopdance.sqf:
If I push the stop dancing action or the entire dancing ends the character should return to normal status (as in standing with weapon in hand)
I have tried using this code:
_caller switchmove "";
but whenever this code executes the character returns to normal status and a dancing animation is restarted (not the entire script,just the one animation which played right before the switchmove command)
this brings me to my question:
How can I stop the character performing an animation?