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champ-1

AI animations and stuff

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Hey, guys!

I have couple questions for you:

1. What is the easiest way to make two AIs pretend they are talking?

2. Is there a way to simulate "Dismissed" waypoint behaviour (casual relaxed animations, sitting and so on) for AI without them walking too far from original position?

3. How to make AI move from point A to point B strictly on roads?

4. How to detect how many seats/free seats has vehicles?

Edited by Champ-1

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3. How to make AI move from point A to point B strictly on roads?
Strictly - I dont know. More than likely - Set their behavior to careless or safe. This Wiki page maybe helpful .
4. How to detect how many seats/free seats has vehicles?
emptyPositions is one possible way.

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MP or SP?
MP
I think this is a good one, thanks.
2. Yes, you can use on Act inside waypoint to do things or exec scripts
No I want to make units do animations similar to "dismissed" waypoint and make them wander around for a bit (but not too far).

---------- Post added at 16:30 ---------- Previous post was at 16:28 ----------

Set their behavior to careless or safe.
But then they are not going to shoot anyone. This is less than optimal.
emptyPositions is one possible way.
Derp. Didn't know about this one, thanks. :)

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But then they are not going to shoot anyone. This is less than optimal.
From safe they should. If safe they will change to Aware on detecting enemy, then its just down to combat mode on whether they will actually fire or not. Needs lots of testing i admit. Read the Wiki page i linked.

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MP:

1. i think BIS_fnc_ambientAnim is local, you need to use BIS_fnc_MP to do that works on all players.

2. You need to do it manually..

There have been two recent threads regarding BIS_fnc_MP and BIS_fnc_ambientAnim, and both came to the conclusion that it doesn't provide the desired results.

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There have been two recent threads regarding BIS_fnc_MP and BIS_fnc_ambientAnim, and both came to the conclusion that it doesn't provide the desired results.

Simply find the animation you want then stick this inside init.sqf

fnc_myAnimation =
{
     _unit = _this select 0;
     _anim = _this select 1;
     _unit switchMove _anim;
};

then to call that function later you just use this:

[[my_unit_here,"my_animation_string_here"],"fnc_myAnimation",true,false] call BIS_fnc_MP;

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Simply find the animation you want then stick this inside init.sqf

fnc_myAnimation =
{
     _unit = _this select 0;
     _anim = _this select 1;
     _unit switchMove _anim;
};

then to call that function later you just use this:

[[my_unit_here,"my_animation_string_here"],"fnc_myAnimation",true,false] call BIS_fnc_MP;

Yep that would be the way to do it, they were just specifically referencing the BIS function :p.

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Too bad there is no ready function for that. Too much effort for such simple thing.

---------- Post added at 23:23 ---------- Previous post was at 23:22 ----------

There have been two recent threads regarding BIS_fnc_MP and BIS_fnc_ambientAnim, and both came to the conclusion that it doesn't provide the desired results.
Could you link it, please? Seems like a decent function to me.

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