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
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