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:
Spoiler:
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:
Code:
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.
Code:
_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.
Code:
_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.
Spoiler:
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.
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:
Spoiler:
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_Sy kes
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
Last edited by KBourne; Jun 12 2012 at 19:28.
Reason: Updated list and added anim loop script.
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.