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KBourne
Jun 10 2012, 16:25
Hi all,

I was making my mission and as part of the development I was also planning to implement various animations, however for some reason certain animations that we know from ArmA2 might not exactly work as we are used to. I tried to use the anim viewer and working my way trough the animations but I was not able to make them work, but I kept looking for a solution. After the past Q&A Panzer_baron said he would release the list for the anims in Iron front but in the mean while I have a small list of already working anims here.

I thought it might help the community a bit till we get a more detailed list.

To make them work you will need to place a trigger for some reason the animations aren't working from within the units initialization box.

Example1:


Name the unit AN1

Place a trigger on the map size 10 by 10, place the trigger above the unit and within the trigger

Activation: whichever side the unit is or to make it easy Anybody.

Condition: This

On Act:


AN1 switchmove "intro_saed";

Example2: This includes using a script! Which will cause the animations to loop indefinitely..

Place the code in to a SQF and call it animationLoop.sqf

Code without Weapons.


_unit = _this select 0;
_animation = _this select 1;
_noWeapons = _this select 2;

_unit setVariable ["BIS_noCoreConversations", true];
if (_noWeapons) then {removeAllWeapons _unit};

while {true} do {
_unit switchMove _animation;
waitUntil {!(animationState _unit == _animation)};
};

Code with weapons.


_unit = _this select 0;
_animation = _this select 1;

_unit setVariable ["BIS_noCoreConversations", true];
if (_noWeapons) then {removeAllWeapons _unit};

while {true} do {
_unit switchMove _animation;
waitUntil {!(animationState _unit == _animation)};
};

Then do the same as with example1 but change the code in the on act field like this.


Name the unit AN1

Place a trigger on the map size 10 by 10, place the trigger above the unit and within the trigger

Activation: whichever side the unit is or to make it easy Anybody.

Condition: This

On Act:


AN1 switchmove "LHD_midDeck"; nil = [AN1,"LHD_midDeck",true] execVM "animationLoop.sqf";

Be aware of the fact that this freezes up certain animations on the end and it might not work on several of them!
Also I am not the author of the script! and as of this moment I do not know who the author is as the script wasn't signed.

Animation list:

Sitting on ground:

AidlPsitMstpSnonWnonDnon_ground00


Hanging over hedge:

c5efe_AlexLoopIngame


Hanging beign hurt:

C5efe_honzaLoop


Workout getting tierd:

AmovPercMstpSnonWnonDnon_initLoop


Looking over deck:

LHD_midDeck
LHD_krajPaluby
LHD_hiDeck



Holding on bars looking around:

Csdr_LHD_oprenOzabradli118cm_A


Leaning on object:

TowingTractorSupport


Repairing while standing:

RepairingErc


Sitting on ground animated:

intro_delta3sedIn
intro_delta3sedLoop


Standing with hands behind back animated:

intro_deltaStani


Various - Talking Standing and pointing, animated:

intro_saed
C5calming_zevl5
C5calming_apc


Chearing and clapping 2 hands above head:

c7a_bravo_dovadeni1


Chearing 1 hand above head:

c7a_bravo_dovadeni2


Chearing hands waving above head:

c7a_bravo_dovadeni3


Chearing clapping bother hands in front of character:

c7a_bravo_dovadeni4


Chearing and poiting:

c7a_bravo_dovadeni5


Applying CPR:

AinvPknlMstpSnonWrflDr_medic0


Prisoners sitting hands tied behind back:

boundCaptive_loop
boundCaptive_loop1
boundCaptive_loop2
boundCaptive_loop3
boundCaptive_loop4



ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Sykes
ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Rodriguez
ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Ohara
ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Cooper


Prisoners standing hands tied behind back?:

UnaErcPoslechVelitele1


Guard stand:

c4coming2cdf_cooper
c4coming2napa_cooper


Working, fixing while standing:

ActsPercSnonWnonDnon_assembling


Lying on ground while talking:

AidlPpneMstpSnonWnonDnon_SleepC_talk


Sleeping on ground:

AidlPpneMstpSnonWnonDnon_SleepA_sleep1
AidlPpneMstpSnonWnonDnon_SleepA_sleep2
AidlPpneMstpSnonWnonDnon_SleepA_sleep3


Taling with hands together, Bardak:

ActsPercMstpSnonWunaDnon_sceneNikitinDisloyalty_Bardak


Idle stance:

CtsPercMstpSnonWnonDnon_idle33rejpaniVzadku


Sitting on chair with rifle:

sitRfl_R_BidleLoopTest


Various amimation loops:

poslouchaniproslovgenerala_CsdrAidlPercMstpSnon_ruceZaZady
poslouchaniproslovgenerala_CsdrAidlPercMstpSnon_ruceZaZadyTOerc


Good for video editing:
Put the following code in to a gamelogic location initialization line

this exec "camera.sqs"

CE0ExecFail_Aziz
CE0ExecFail_guard1
CE0ExecFail_guard2
ActsPercMstpSlowWrflDnon_sceneNikitinDisloyalty_Kostey
ActsPercMstpSlowWrflDnon_sceneNikitinDisloyalty_Homeless
ActsPercMstpSnonWunaDnon_sceneNikitinDisloyalty_Lopotev1
ActsPercMstpSlowWpstDnon_sceneNikitinDisloyalty_Lopotev2
CtsDoktor_Vojak_uder3
shaftoe_c0briefing_otazky_loop
c4manhmassacre_cooper
C7D_cooper
C7D_zevl1




I hope this helps a bit for now till we get a more detailed release, I might update this post when I find more animations that work within Iron front ..

Kind regards

RknHarry
Jun 10 2012, 20:27
Thanks for sharing KBourne! 8)

killerrj8
May 22 2013, 14:00
Hi there,
anyone know the animations they use in the background of Iron Front ? Like in the russian camp ? or the germans walking by near a destroyed tank ?

I searched for them, but it seems like, I'm just unable to do so.