View Full Version : Animations
Thought I'd get the ball rolling as far as the new animations were concerned . Here's what I've got so far - please contribute if you have more
Standing idle weapon lowered at waist
Aidlpercmstpsraswrfldnon_idlesteady01n
Aidlpercmstpsraswrfldnon_idlesteady02n
Aidlpercmstpsraswrfldnon_idlesteady03n
Aidlpercmstpsraswrfldnon_idlesteady04n
Injured lying on the ground
Aidlppnemstpsraswrfldnon0s
Rolling on back animation sequence
Lying on stomach needing aid
Aidlpercmstpsraswrfldnon
Roll onto back injured
Ainjppnemstpsnonwrfldnon_rolltoback
Roll around on back injured twitching and gasping
Ainjppnemstpsnonwrfldnon
Roll onto front injured
Ainjppnemstpsnonwrfldnon_rolltofront
Lying down on stomach injured
Amovppnemsprslowwrfldf
Unit being dragged sequence
unit being grabbed
Ainjppnemstpsnonwrfldb_grab
unit lying still while being dragged
Ainjppnemstpsnonwrfldb_still
unit being put back on the ground again
Ainjppnemstpsnonwrfldb_release
Unit being carried on shoulder
unit being picked up and put on shoulder
ainjpfalmstpsnonwrfldnon_carried_up
unit lying still while being carried on shoulder
ainjpfalmstpsnonwrfldnon_carried_still
unit being put back down on ground
ainjpfalmstpsnonwrfldnon_carried_down
Please let me know if I've made any transcription errors
EDIT: Started adding to the BIKI see: http://community.bistudio.com/wiki/ArmA2:_Moves
I've been adding a few more animations to the BIKI page: http://community.bistudio.com/wiki/ArmA2:_Moves
One thing I've encountered though is for some animations, eg. aav_driver, aav_cargoO1 etc, they cannot be set using the switchMove or playMove commands. Does anybody know how to use these animations, for instance using a new command?
Nice stuff man i really wana add some of these to my missions.. but how do you add them :P I was messing about trying to figure it out but i aint to good with editing atm any chance on a little help :P
unit playMove "nameofmove";
unit playMove "nameofmove";
So should this work when placed in a units Initilization box? Is there anything special i need to do othter than that? The units name is man1
man1 playMove "amovpsitmstpsraswrfldnon_smoking";
I used it as a trigger and it works (although there is no cigarette in his hand which is lame) but is there no way to make it work from the units init.
Magicpanda
Jul 9 2009, 10:33
You can add the moves to the on activation field of a waypoint or trigger.
I have a spec ops officer in my mission who drops and does pressups every so often.
Ahh yeah just tested waypoints with 3 guys.. pretty cool cheers for the help guys.
I've been adding a few more animations to the BIKI page: http://community.bistudio.com/wiki/ArmA2:_Moves
One thing I've encountered though is for some animations, eg. aav_driver, aav_cargoO1 etc, they cannot be set using the switchMove or playMove commands. Does anybody know how to use these animations, for instance using a new command?
have you tried them without any weapons on the units ??
Also there is a mission somewhere in the forums that has a animation viewer and lists 2441 animations...
Winchester Delta_1
Jul 14 2009, 16:14
Hey guy's i'm trying to get these animations working but they don't do annything. IN Arma 1 i could get them to work but now it doesn't even do annything. I tried to put them in triggers, waypoint activation even in the unit init line. Tried playmove and switchmove. All with no result. I'm trieng to get them to execute pushups with this string i got from the animation viewer: AmovPercMstpSnonWnonDnon_exercisePushup
If somebody can get it to work can you send me you'r mission. Would be verry helpfull
d3boy2002
Jul 17 2009, 00:13
I really can't get this to work :\. Any tips for a complete animation newbie?
JustiX-NL
Aug 7 2009, 16:48
Try this I've playmove doesnt work
Unit SwitchMove "amovpsitmstpsraswrfldnon_smoking"
Muahaha
Sep 18 2009, 10:22
Is all the anim in Czech?
[GLT] Legislator
Sep 18 2009, 10:36
Nope, it's a combination of abbreviations. Check out the explanation here (http://community.bistudio.com/wiki/AnimationTitles).
BloodBomb
Sep 20 2009, 01:13
I've been adding a few more animations to the BIKI page: http://community.bistudio.com/wiki/ArmA2:_Moves
Legend, thanks Norrin
Dragonia
Dec 17 2009, 00:45
I don't know about other people but this is not working for me:
Roll around on back injured twitching and gasping
Ainjppnemstpsnonwrfldnon
The unit just lays on his back and does not do any twitching nor gasping. I tried both playMove and switchMove.
Any suggestions what I'm doing wrong?
Odyseus
Sep 21 2012, 03:15
Hello guys I need help with this. so here i my set up. I have an AI moving to waypoint 1 where he will perform animation 1 then i need him to move to waypoint 2 where he will perform another animation. I need the duration of the animation to be random! them a need him to stop it all and move to another waypoint ones a trigger i set up as an alarm goes off. Can someone help me. I was able to get the AI to move to waypoint 1 and do the animation 1 then the animation stops and he does not move to waypoint 2. :/
Odyseus
Sep 21 2012, 14:19
anyone? would condition be a solution?? waypoint1 == true on the act of waypoint1 and on the condition windown of waypoint 2 put waypoint1 ???
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