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blackburnrus

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About blackburnrus

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  1. I want something like this "If a door is open, then..." --- ok, I can do this with creating custom action: doorOpen = false; player addAction ["SuperOpen", {door animate ["Door_1_rot", 1]; doorOpen = true; }]; waitUntil {doorOpen}; hint "open"; but I dont know how to hide vanila "door open" action
  2. he-he. Found the way to import angle. It is very stupid one, but it's works. Do this And then press "Space" to teleport player on your camera-center Now we can open Console and get position of player, using " getPos player " Then we can use camPrepareTarget to make camera watch on this coordinates. --- But if u want camera to watch in the sky - u can not teleport player in the air, u need to write Z coordinates manualy
  3. any way to cut/rewind animation?

    I found a solution, I'm using moveTime and setAnimSpeedCoef When I brouse animations in animationlist and find acceptable timing for me (example 12.4) I'm pausing animation with setAnimSpeedCoef 0 when animation reaches acceptable timing. StopAnim01_PalecAndShag = { _a = moveTime twin1; if (_a > 12.4) exitWith {twin1 setAnimSpeedCoef 0;}; call StopAnim01_PalecAndShag; }; When I want to start animation with this place - Im using setAnimSpeedCoef 1; And I'm using twins, like @johnnyboy said
  4. Disable AI Head Looking Around

    Is there possible to dissable AI randomly loking around druning animation? {enableSimulation false} is stoping the animation)
  5. Hm. Find a way to play all animations for AI. But what about playing one for player? P.S: playMoveNow and playMove dindt working with this animation (Acts_ComingInSpeakingWalkingOut) for the player twin1 switchmove "Acts_ComingInSpeakingWalkingOut_4"; twin1 playMoveNow "Acts_ComingInSpeakingWalkingOut_5"; twin1 playMoveNow "Acts_ComingInSpeakingWalkingOut_6";
  6. some animations in arma divided into parts ("Acts_ComingInSpeakingWalkingOut_1", "Acts_ComingInSpeakingWalkingOut_2", "Acts_ComingInSpeakingWalkingOut_3" etc) when I'm placing two unints: player and AI unit. and give them switchmove comand to play one "part" (example : Acts_ComingInSpeakingWalkingOut_1) Player unit starting to play all parts one after another (Acts_ComingInSpeakingWalkingOut_1, Acts_ComingInSpeakingWalkingOut_2 ... 3... etc) AI unit playing only one part, wich I said It's strange What will I do to If I want to play all parts for AI / one part for player? I have one sqf file for camera postions, animations and dialogs. Seems like I need to create another one SQF to control animation flow
  7. any way to cut/rewind animation?

    Hm. If I making SP mission, and every player who will play it has his own face. I dont want set one face for everyone. How can I import face of the player, when mission starts and export it to AI-understudy? -- oh god, there is face command
  8. hm. I Found a way to import position, but not the angle. To import position: launch cut-scene, wait when the shot u want to fix appears, then press ESC, and click "Camera" below the console - Splendid Camera will lauch exactly in the same place, where your camera was. Change position and press cntr+c to import camera settings. Array will be looking like this ["Paste",["ISLAND NAME",[camera x,y,z coords],dir,fov,[pitch,bank],focus_qtr,aperture,daytime?,overcast, acctime, brightness, contrast, saturation]] We can take the array with camera x,y,z coords and use it with our _camera camPreparePos ---- But I dont know what to do with angle. Because in Splendid Camera there is a DIR parametr, not coordinates like in BIS_fnc_cameraOld and comand camPrepareDir is not working (but I will test)
  9. I'm making cut scenes, and sometimes I'm finding that I want to change angle of camera on 0.5-1 gradus , or move camera away to 0.1m, etc. But I dont know how to do it in game, without placing enitre new camera again, or manualy changing coordinates I'm using BIS_fnc_cameraOld and It gives me camera postion: _camera camPrepareTarget [64500.98,-78605.88,-3041.97]; _camera camPreparePos [7703.70,3642.47,1.17]; _camera camPrepareFOV 0.700; How can I export this coordinates to BIS_fnc_cameraOld and change postion of camera a little bit
  10. Guys! I found a way! [] spawn{ x1 PlayMove "Acts_Executioner_Kill"; sleep 4; x1 forceWeaponFire ["hgun_P07_F", "single"]; x1 PlayMove "Acts_Executioner_Kill_End"; }
  11. Some animations are very long, and I want to use only final 2seconds from 30sec animation. Is there any way to cut animation to the last to seconds? Or there is only way to use setAnimSpeedCoef with right hight coef and preparations, and manualy rewind it and then set default coef to that segment, that I need ?
  12. Finding Muzzle Names

    same quastion
  13. ARMA 3 Addon Request Thread

    Guys, can u fix/restore/make Gcam Rec for arma3 http://www.armaholic.com/page.php?id=13944
  14. Is there similar script to arma3?
  15. no. there is only option for AI, not for players
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