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Found 70 results

  1. Hello, I need to make the player fly while still being able to shoot its weapon. The problem is that above 100 meters, the player automatically switch to a free fall animation ("halofreefall_non"). Strategies I tried so far: - monitoring the current animstate and switching to previous animation when the dreaded "halofreefall_non" occur. Problem: either I obtain a constant stuttering (the player is constantly between 2 animation states) either the player is frozen on the previous animation state depending on the refresh time of the monitoring. - Put the player in an invisible vehicle and use Firing From Vehicles to use the weapon. Problem: really hacky and so far I could not get large enough angles with FFV positions (I do not know if its a config mistake on my end or hardcoded limitations yet). - I am trying know the idea suggested in this thread : https://forums.bistudio.com/forums/topic/190783-is-it-possible-to-disable-the-falling-animation-of-a-unit/ i.e. sticking the player on fake ground. Still under investigation. Any other idea I might have missed ? I am open to hacky ideas, be it addon based or script only!
  2. I prefer the old walking and jogging animation with one-hand-on-rifle. If you prefer it too, you can download this signed addon from Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=896073795
  3. So, i'm making a mission in which i used the Unit Capture and Unit Play functions so a pair of helicopters could land on a clearing in a dense forest, but i want it so that when they get off the chopper they head to an officer and the briefing starts, but i'm trying to setup a trigger that detects alive players but if i set it up to detect all 10 slots, then if mission is not full it wont start, so i want to know if you guys could help me, i remember it was something like: if !alive UnitName or _____ Any ideas? Thanks a lot! :)
  4. Hey, so I was playing Arma 3 today and was playing with Zeus putting the characters in a line so I could see the new models and then I realized that all of them are having spasms every ten seconds! I know that they are attempting to do an animation and its not working properly I was just wondering if any of you guys could be kind enough to help me :/ I have looked everywhere and I haven't found anything like what I'm experiencing which has me confused! The bug is when the character is kneeling or "crouched" animations are extremely fast and the most common animation they go through consists of there left arm and face twitching! I've had this happen every game since last year. Everything is up to date I fixed it once but it was only fixed for a day! It was apparently (or what I believe is the case) because I had old mods on from steam so I deleted them all and that fixed it but now that I have no mods and the bug/glitch is back I cant do anything from my knowledge! Please help its disturbing seeing my idle characters have seizures. The animation can be found in the animation tab it is under: Idle, Kneel, Raised, Rifle. All of the animations are bugged out there. I haven't gotten help from anybody ever since this has started happening this place is sort of my last hope lol. please forgive my grammar!!!! If you need more information ill give you it if i can!
  5. I have a mode house with a door that I would like to animate so a player can open and close the door. But the player gets no option to do so in game. I made the house in blender. Added a memory lod with 3 vertices. Two are grouped as "door1_axis" in a vertex group and lie where the door axis is. The third is grouped as "door_actionptn" in a vertex group and lies mid way in the door. The door itself is grouped as "Door1" in a vertex group. The model is called "house_c_w_d". I define a model.cfg file with class CfgSkeletons containing a default class and class house_c_w_d_bones : Default. The class house_c_w_d_bones contains skeletonBones[] = {"Door1", ""}; . I define class CfgModels which contains class house_c_w_d : Default. In that class is class Animations which contains class house_c_w_dRotation : Rotation which has source="house_c_w_dRotation"; (I've tried "user" as well) and selection="Door1" and axis="door1_axis";. I define a config.cpp file with class AnimationSources which contains class house_c_w_dRotation with source="user";. I also have class UserActions containing class OpenDoor with statement = "this animate [""house_c_w_dRotation"", 1]";. I load the mode in Object builder and the vertices appear in the Named Selections window of the memory lod. I use buldozer to test the animation and it works ok. I put the model in a terrain using terrain builder. However, when I crunch the terrain and load it up in ARMA I can not trigger the animation. There is no option nor window to do so. As if the "door1_actionpnt" isn't recognised nor triggered. Anyone any ideas why? The model.cfg file is here: http://pastebin.com/kJQDpsph The config.cpp file is here: http://pastebin.com/UGJGK9UF Thanks.
  6. Hello, I would like replace a basic animation in Arma 3, So I have some questions for that : - Its possible ? - If yes how ? ( i have found a config file in : a3 > anim_f > config > sdr > config.cpp ) but i don't know if i have choose all animation or if I can only choose the one that I need. Staz
  7. Hey guys, I searched everywhere but couldn't find an answer to this. So, basically what I'm wanting to do is something kinda like have the player press a key then put their hands up and the animation holds until the key is pressed again. ...so that gives me a few ideas but not sure which one will actually work 1. is there a way to have the player press a key and the first part of the animation plays then holds at a particular frame until the key is pressed again then continue the animation? 2.would I need to make 2 animations 1 for hands up and the second for hands coming down after the key is pressed again? 3. how to make an animation simply pause and not go to any other idle animation or anything until the key is pressed again? Thanks for your time.
  8. I'm currently working on a uniform mod for my squad, it's the HEV suit from Half-Life 2, and so far it's worked exceptionally well given that it's my first attempt. But for some reason, with a certain rifle animation, my character's arms stretch way out to the ground. It only appears to do it with whatever animation that the default MX rifles use, some other CUP rifles and all the pistols work fine. I had thought that it was a CUP issue but since the MX rifles also experience this, all I can assume is that there's some kind of animation set I forgot to assign or... something. If that's the case, does anyone know which one it is and how I would go about assigning it? Here's the contents of my model.cfg file if it's needed. class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", //Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", //New facial features "Face_Hub","head", "Face_Jawbone","Face_Hub", "Face_Jowl","Face_Jawbone", "Face_chopRight","Face_Jawbone", "Face_chopLeft","Face_Jawbone", "Face_LipLowerMiddle","Face_Jawbone", "Face_LipLowerLeft","Face_Jawbone", "Face_LipLowerRight","Face_Jawbone", "Face_Chin","Face_Jawbone", "Face_Tongue","Face_Jawbone", "Face_CornerRight","Face_Hub", "Face_CheekSideRight","Face_CornerRight", "Face_CornerLeft","Face_Hub", "Face_CheekSideLeft","Face_CornerLeft", "Face_CheekFrontRight","Face_Hub", "Face_CheekFrontLeft","Face_Hub", "Face_CheekUpperRight","Face_Hub", "Face_CheekUpperLeft","Face_Hub", "Face_LipUpperMiddle","Face_Hub", "Face_LipUpperRight","Face_Hub", "Face_LipUpperLeft","Face_Hub", "Face_NostrilRight","Face_Hub", "Face_NostrilLeft","Face_Hub", "Face_Forehead","Face_Hub", "Face_BrowFrontRight","Face_Forehead", "Face_BrowFrontLeft","Face_Forehead", "Face_BrowMiddle","Face_Forehead", "Face_BrowSideRight","Face_Forehead", "Face_BrowSideLeft","Face_Forehead", "Face_Eyelids","Face_Hub", "Face_EyelidUpperRight","Face_Hub", "Face_EyelidUpperLeft","Face_Hub", "Face_EyelidLowerRight","Face_Hub", "Face_EyelidLowerLeft","Face_Hub", "EyeLeft","Face_Hub", "EyeRight","Face_Hub", //Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", //Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", //Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", //Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class ArmaMan : Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head" }; skeletonName = "OFP2_ManSkeleton"; }; class hev : ArmaMan {}; }; Thanks, Poton
  9. I'm trying to make a unit shoot while in an animation, I've googled but haven't found a solution yet. I'm able to force the unit to shoot normally with game logic but it won't work during an animation. Any help would be appreciated!
  10. Hello my name is Duck and i have a problem. I have made a cool drone that inherits from the Darter drone which works fine but i need to animate the rotors and i have tried everything... i need help getting these rotors animated on engine start!
  11. Ok i want to animate my vtol's engines to a certain position when VTOL mode is activated and or a certain speed is reached like the Apex vtol Any help is appreciated i don't know how difficult this is going to be to achieve. On a side note are the Apex assets and configs accessible as a sample at all ? Thanks -Irish
  12. I made animation, and I dont know how play it in-game. Any ideas?
  13. Howdy Folks I'm playing around with scripting with an ambient mission in a base, where the only real objective is to wander around and admire detail. I want to have some units sleeping on beds - however I can't seem to get it to work. I have a unit named "Sleeping1" who is positioned on a bunk. He is synced to a trigger which is activated by Anyone. On Activation is the entry sleeping1 playmove "AidlPpneMstpSnonWnonDnon_SleepA_sleep1..3"; sleeping disableAI "ANIM"; with the "disableAI "ANIM" to stop him getting up. I have assumed the reasoning behind the failure of the script is because the animation is not present in Arma 3? If anyone could help that would be super! Thanks
  14. Hello. First off, I want to apologize if I have posted this topic in the wrong area, but I think it's right. If not, oh well. Oops. Anyway, on to my script. What I am trying to do is make a script for the civilians in my mission to make them behave in a certain way by playing some of the cowering type animations in A3. I managed to get the basic idea working by spawning the commands manually into each units initialization field but when I try to define a function and call that I get issues. inside the civ units init: init.sqf: functions.sqf; The problem I am having is I get the error message "Error: Undefined Variable in Expression: this" and the line of code it shows above that is "0 = [] spawn { |#|this playMove "ApanPknlMstpSnonWnonDnon_G01"; };" or something along those lines. I feel like the problem isn't really a problem at all, I'm just missing something obvious or I'm still just completely unfamiliar with scripting in general. I have tried several things but I just can't seem to get it working. Anyone know what is wrong? Thanks in advance for the help (if anyone actually responds lol).
  15. Hello, I'm trying to make animation for dead driver, but it doesn't works. I mean dead animation works when I use switchmove, but it doesn't switch when driver dies.. Here is my config: class CfgMovesBasic { class DefaultDie; class manActions { JPdriver= "JPdriver"; KIA_JPdriver="KIA_JPdriver"; }; }; class CfgMovesMaleSdr: CfgMovesBasic { skeletonName = "OFP2_ManSkeleton"; gestures = "CfgGesturesMale"; class states { class crew; class JPdriver: crew { file = "\Jetpack\data\anims\JPdriver.rtm"; interpolateTo[] = {"KIA_JPdriver",1}; die= "KIA_JPdriver"; }; class KIA_JPdriver: DefaultDie { file="\Jetpack\data\anims\KIA_JPdriver.rtm"; actions = "DeadActions"; speed = 0.5; looped = "false"; terminal = "true"; }; }; }; I know there is ejectdead, but I want driver to stay in vehicle. Also tried with die="KIA_JPdriver" and die = "DeadState", but both failed. Is it something with my animation that should be added or just Arma 3 fault? I've idea how to fix it with simple script, but I'd like to try something "clean" first if it is possible :(
  16. Hey guys, im working on a mission inculding a protesting mob. Is there some kind of protest animation, i vaguely seem to remember there has been one, but cant seem to find it.
  17. Hi i'm making an helicopter (i'm not going to release it on armaholic on whatever site) I'm having problems with the rudder animations. (i've tested the animations with the command "animate") What i've done : I have set the "source" in the model.cfg for these animations to "rudderRTD" but nothing appens I have created a script that converts the pressure of the "Q" key ( the default rudder key) into the animation of the 2 rotors but and also here nothing appens. This is the script (the interesting part starts at the first "inputaction condition") : while { true } do { if (player in vehicle player) then { while {getPosASLW vehicle player select 2 < 10 } do { vehicle player animate ["flight_mode_left",0]; vehicle player animate ["flight_mode_right",0]; vehicle player animate ["rotate_mala_vrtule",0]; vehicle player animate ["rotate_velka_vrtule",0]; }; while {getPosASLW vehicle player select 2 > 10 } do { vehicle player animate ["flight_mode_left",1]; vehicle player animate ["flight_mode_right",1]; vehicle player animate ["rotate_mala_vrtule",1]; vehicle player animate ["rotate_velka_vrtule",1]; }; while {(inputAction "heliRudderLeft" > 0) } do { vehicle player animate ["rudder_l_rotor",1]; vehicle player animate ["rudder_l_velka_vrtule",1]; }; while {(inputAction "heliRudderLeft" == 0) } do { vehicle player animate ["rudder_l_rotor",0]; vehicle player animate ["rudder_l_velka_vrtule",0]; }; while {(inputAction "heliRudderRight " > 0) } do { vehicle player animate ["rudder_r_rotor",1]; vehicle player animate ["rudder_r_mala_vrtule",1]; }; while {(inputAction "heliRudderRight " == 0) } do { vehicle player animate ["rudder_r_rotor",0]; vehicle player animate ["rudder_r_mala_vrtule",0]; }; }; };
  18. Hi BI! Sometimes when the unit running inside the building they appear outside the wall and when his position get updated he disappear. This issue is exist with your avatar too. On the left side i visualize how it's working now. On the right side, how it should be. The correction should happen before the rendering of the frame. I know that is not that simple, but this issue has major impact on the gameplay. It could reveal units position inside the building. Are you aware of this issue? Could you estimate when it's get fixed? Apex or post Apex or maybe never? Are you planning to fix it? More examples coming. Feel free to add. Edit: Maybe it's just for me, because sometimes i have <20 FPS.
  19. I know the different sleeping animations, but I can't seam to get my player to start the mission sleeping inside the tent. I want my player to be lying down inside the old camping tent. How do I do this?