# Search the Community

Showing results for tags 'animation'.

• ### Search By Tags

Type tags separated by commas.

### Forums

• BOHEMIA INTERACTIVE
• BOHEMIA INTERACTIVE - NEWS
• BOHEMIA INTERACTIVE - JOBS
• BOHEMIA INTERACTIVE - GENERAL
• FEATURED GAMES
• Vigor
• DAYZ
• ARMA 3
• ARMA 2
• YLANDS
• MOBILE GAMES
• ARMA MOBILE OPS
• MINIDAYZ
• ARMA TACTICS
• ARMA 2 FIRING RANGE
• BI MILITARY GAMES FORUMS
• BOHEMIA INCUBATOR
• PROJECT LUCIE
• OTHER BOHEMIA GAMES
• ARGO
• TAKE ON MARS
• TAKE ON HELICOPTERS
• CARRIER COMMAND: GAEA MISSION
• ARMA: ARMED ASSAULT / COMBAT OPERATIONS
• ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
• IRON FRONT: LIBERATION 1944
• BACK CATALOGUE
• OFFTOPIC
• OFFTOPIC
• Die Hard OFP Lovers' Club's Topics
• ArmA Toolmakers's Releases
• ArmA Toolmakers's General
• Japan in Arma's Topics
• Arma 3 Photography Club's Discussions
• The Order Of the Wolfs- Unit's Topics
• 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
• Legion latina semper fi's New Server Legion latina next wick
• Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
• Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
• Team Nederland's Welkom bij ons club
• [H.S.O.] Hellenic Special Operations's Infos
• BI Forum Ravage Club's Forum Topics
• Exilemod (Unofficial)'s General Discussion
• Exilemod (Unofficial)'s Scripts
• Exilemod (Unofficial)'s Problems & Bugs
• Exilemod (Unofficial)'s Exilemod Tweaks
• Exilemod (Unofficial)'s Promotion
• Exilemod (Unofficial)'s Maps - Mission Files
• TKO's Weferlingen
• TKO's Virolahti
• TKO's Rules
• TKO's Changelog
• TKO's Help
• TKO's What we Need
• TKO's Saint Kapaulio
• TKO's Cam Lao Nam
• MSOF A3 Wasteland's Server Game Play Features
• MSOF A3 Wasteland's Problems & Bugs
• MSOF A3 Wasteland's Maps in Rotation
• SOS GAMING's Server
• SOS GAMING's News on Server
• SOS GAMING's Regeln / Rules
• SOS GAMING's Ghost-Town-Team
• SOS GAMING's Steuerung / Keys
• SOS GAMING's Div. Infos
• SOS GAMING's Small Talk
• SOS GAMING's TS³ Viewer
• NAMC's Topics
• NTC's New Members
• NTC's Enlisted Members
• The STATE's Topics
• CREATEANDGENERATION's Intoduction
• CREATEANDGENERATION's HAVEN EMPIRE (NEW CREATORS COMMUNITY)
• HavenEmpire Gaming community's HavenEmpire Gaming community
• Polska_Rodzina's Polska_Rodzina-ARGO
• Carrier command tips and tricks's Tips and tricks
• Carrier command tips and tricks's Talk about carrier command
• ItzChaos's Community's Socials
• Photography club of Arma 3's Epic photos
• Photography club of Arma 3's Team pics
• Photography club of Arma 3's Vehicle pics
• Photography club of Arma 3's Other
• Spartan Gamers DayZ's Baneados del Servidor
• Warriors Waging War's Vigor

• 0 Replies

• 0 Views

Found 84 results

2. ## shamefull bug Devs! Please correct the error of the player automatically getting up, after firing from the launcher

Dear Devs! Please fix it finally a bug which was added after the release of Tanks DLC. The player wants to enjoy the gameplay, instead of annoyance, but when he come across this again and again, player want to break up monitor. This bug appeared after Tanks DLC and it is extremely annoying to the player! I checked the mods do not affect the problem. I have repeatedly reported this on feedback, but this is just infinitely ignored. Description: 1) Player shot from Launcher at enemy vehicle 2) Immediately after this shot, player want to save your virtual life from the enemy return fire (since after shooting from AT-launcher, the whole map sees you and wants to kill) and player press the prone-button, to lie on the ground. 3) After that, the player’s game character falls to the ground, but again automatically rises to its full height again and switching to launcher! After this - the last thing a player has time to see - it as dozen of bullets fly into his face! The problem occurs only with Titan-Launcher in the hands. In order to reproduce this bug Fire Mode from Titan Launcher must be ONLY TOP. I tried to reproduce this problem ten times in Direct mode but I never succeeded. As soon as I switch my launcher from Direct mode to Top mode, I reproduced it the first time! Direct mode is used by default, probably for this reason, many users cannot reproduce this problem at the run game. Note! Direct / Top modes were added to Tanks DLC As I said, the problem initially appeared in the release of Tanks DLC﻿﻿
3. ## Sysroot's Utility Scripts [SUS]

Sysroot's Utility Scripts [SUS] This "mod" is less so a mod and moreso a collection of utility scripts created in hopes of assisting you in creating other, more complex mods/missions. The mod currently consists of 4 SQF scripts with varying utility functions: EzAnimate : Various functions for easily and efficiently animating objects in different ways. EzEvents : Various functions for easily creating and managing custom events. EzQuaternions : An easy to use library for working with quaternions and vector rotations utilizing them. MiscUtils : Miscellaneous utilities that don't really fit into a file of their own, but are useful for various things. Interested? See more info on the steam workshop page here. Any questions, concerns, or suggestions are very welcome and much appreciated. This is my first time posting on this forum, so I apologize for any mistakes. Note that the steam workshop page does have a dedicated discussion thread that I will also be monitoring. Thank you for your time!
4. ## Sysroot's Utility Scripts [SUS]

Sysroot's Utility Scripts [SUS] This "mod" is less so a mod and moreso a collection of utility scripts created in hopes of assisting you in creating other, more complex mods/missions. The mod currently consists of 4 SQF scripts with varying utility functions: EzAnimate : Various functions for easily and efficiently animating objects in different ways. EzEvents : Various functions for easily creating and managing custom events. EzQuaternions : An easy to use library for working with quaternions and vector rotations utilizing them. MiscUtils : Miscellaneous utilities that don't really fit into a file of their own, but are useful for various things. Interested? See more info on the steam workshop page here. Any questions, concerns, or suggestions are very welcome and much appreciated. This is my first time posting on this forum, so I apologize for any mistakes. Note that the steam workshop page does have a dedicated discussion thread that I will also be monitoring. Thank you for your time!
5. ## animationloop how can ı loop animation with eden editor

arkadaşlar, edenle öğretimle bir animasyonu nasıl modele sokabilirim pls da bir şey sadece eden merhaba ya da kapsamlı var. Hi guys how can ı loop an animation with eden editor ı cant using sqf.Thanks for your help
6. ## CutScene Player Animation stuttering

Hello, Scenario is SP/MP and I'm creating this on my local PC to host a game with my friends using LAN. I'm by no means good at scripting and I have scoured the forums, using all of the knowledge of this community to get the animation to work correctly but I can't. (Found alot of cool and useful stuff) but the idea is simple(which execution never is). I am currently trying to make a mission with a cutscene(NOT CINEMATIC FOR RECORDING) using the "player/players" body when they reach a certain point. My problem is, that when animations are applied to the "UNIT" the PLAYER is playing, The animation stutters. The Players body will attempt to start a simple slow walk, stutter, snap to erect and slide across the ground, then attempt to go to walking and walk for maybe a second then stutters, stands erect, slides across ground, REPEAT. Below is in my "Camera.Sqf". Minus The camera commands. As it still stutters without the camera commands. player playmove "AmovPercMwlkSlowWrflDf_v3"; sleep 5.00; player switchmove "";sleep 0.5; player playmove "AmovPercMwlkSlowWrflDf_v3"; sleep 5.00; I know about the Hubspectatorwalk but in the example above. I'm just keeping it simple. I will add more animations besides walking. So just Hubspectatorwalk is not an option. As the characters will need to turn and perform other animations during the scene. I have tried disabling player Input(thinking it was trying to use the mouse or keys for characters animation and overriding the animation) but that didn't work. Tried to force careless stance, and limited movement speed-No avail. it works for AI units(which DOES make sense to me). Is it possible to animate the players body without "Stuttering"? If so, anyone have ideas? Side question for Bohemia- Why do the turn left/right animations on AI units NOT TURN THEM??????? (set direction snaps the target. I KNOW it is possible to smooth the turn through other means, but why should I need it. When theres an animation...for turning..." --If its already KNOWN that it CAN'T be done please let know-- Any assistance is appreciated. Here's a short vid of the issue. Ignore the Camera1 script error. I just have another trigger trying to fire another sqf it cant find.

Sup everyone. I'm working with a code snippet for fast reload (an old idea that never finished). The concept is to reload the current weapon, dropping the magazine to the ground and cutting the required time to reload to half (I'm a IPSC shooter IRL, so grabbed the concept from there). So far, i've achieve this: 1. Get magazine type and ammo count for current weapon. 2. Remove the magazine from current weapon. 3. Create a magazine of the same type and ammo count on the floor. 4. Insert a magazine from inventory to current weapon. Extra: using ACE, binded the action to double R key tap. The thing is that I cannot control the animation speed. I mean, I want to start the reload animation but at a faster speed; in fact, i need any animation to replace the standar one. Any advice is welcome. Thanks in advance!

15. ## deformation Model deforming when rotating.

Like my title suggests I'm making a weapon for the first time and I want the barrel of my minigun to turn in place when firing. Currently it turns but deforms beyond recognition when rotating but returns to normal when the rotation reaches 0 again. This is the animations class of my model.cfg. I can't see anything wrong with this. class Animations { class barrel { type="rotationZ"; source="ammoRandom"; sourceAddress="loop"; selection="barrel"; axis="barrel_axis"; centerFirstVertex=1; memory = true; minValue=0; maxValue=0.5; angle0="rad 0"; angle1="rad 180"; };
16. ## Looking for a creator to help import a model/feature

Hello , One huge feature i really wish bohemia had for the Arma series is more detailed focus towards aquatic life. Though , there is a solution & thats to make my own mod for it. First thing i am trying to get on to my server is a shark. More specifically a Tiger Shark (Ill be leaving link to the exact model i have already purchased). Now sadly, i do not have the slightest idea how to model and add models (especially animals) as i myself am a terrain/map maker. So here i am. Im looking for someone who can get my shark ingame. Id like for the shark to be able to swim around. Obviously i'd also like for the shark to be able to attack a person if they are in the water for too long. I have seen something like this before in this video. Id really appreciate whatever help is offered. Im willing to fullfill whatever conditions of said creator. I understand that this is a big feat for any creator however i am very patient and understand that a lot of work is required to make this a possibility. I also have modelers who are exceptionally talented in their trade and they would be more than willing to assist if needed. Feel free to shoot me a private message and we can discuss everything. Hope to hear you soon! Link to model that ive purchased for this project: https://www.cgtrader.com/3d-models/animals/fish/tiger-185058d9-a4b6-44e2-8f59-1151b3ecdd0a
17. ## Force a unit to shoot during an animation

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!
18. ## Import Mixamo animations to Arma 3

There's a bunch of animations, mostly zombie ones - that I wish to have in Arma 3 that are located on Mixamo in .fbx file format. I don't need any hit boxes or anything. This is for machinimas I make, so really it just needs to be available to view in Animation Viewer and apply to Arma 3 characters. Anything having to do with actually using them in a mission isn't necessary, just as long as the animation plays on other characters. This is a paid job, please DM or message me on Steam at smittylv
19. ## AI Moving During Prisoner Animation

I've got two AI doing an ExecutionVictim_Loop animation, but the problem is that they're still moving. Somehow they're still able to rotate around a point, I've tried just about everything and it's not working
20. ## Swim Faster

I increased the animation speed for swimming. Nothing much else to say. Have fun with it! Download https://steamcommunity.com/sharedfiles/filedetails/?id=1808723766

23. ## Giving AI death animation ?

Hello there, How can I give AI a custom death animation. (from an addon) It's for my "cinematic movie" I tried to combine "IF statement" and "switchmove" for example " if _soldier1 alive false switchmove ....; But it didn't work properly. If anybody could help, I would appreciate. Thanks :)
24. ## Locked Door / Budge Animation

Hello, I'm working on my psychological horror scenario called Silent Abdera. There is a scene where the camera zooms in on a door. The door is locked, and I want it to animate like someone is trying to open it. I'm only aware of opening and closing animations such as below. But, I can't seem to find a solution for the locked door/budge animation. I have tried the below and doesn't work. If someone knows the solution for this, I'd be more than happy to hear it! Thanks in advance! Some of my missions: [CO-04] Last Stand - Bunker [CO-04] Last Stand - Compound [CO-04] Last Stand - Town [CO-04] Terrorist Hunt - Village [CO-04] Terrorist Hunt - Factory
25. ## Importing Animations from 3DS Max

Is there any way to import 3DS animations to an ArmA model.cfg? I have a plane model in 3DS Max that I got off of Turbosquid and it has several animations (landing gear, bay doors, cockpit opening, etc) that I'd like to import into O2. In 3DS, the animations are all one long strip at the bottom of the screen and they are imported by default as keyframes. I do not want them to be keyframes, but rather animations defined in the model.cfg with the appropriate axes, types, rotations/translations, etc. So far I have been unable to accomplish this. To comply with ArmA's structure, I've had to remake several animations from scratch and I'm asking here to see if there's any easier way to do this because some of them (bay doors) are extremely complex and could take days for me to do by hand.
×

• Clubs