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JetlinerX

Freezing an animation?

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Hello all!

So, I am trying to make a short film, but when I try to get the AI to STAY in the salute, they just do it for a second, and go back to just standing. I would like to just use the unit's INIT if possible, dont really want to script just for this 1 scene. Here is what I have:

m2 playMove "AMOVPERCMSTPSRASWPSTDNON_SALUTE"

And they just salute for a very quick second.

Any way to keep them in salute for a while?

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Unless you need to use that specific Action you could just use m2 action["SALUTE",m2]; but You can only use it like that in a Trigger or script, most animations won't run from an init line unless you call them through a spawn. The animation also needs an end action.

If calling if from a trigger on act

m2 action["SALUTE",m2];sleep 3; m2 playMoveNow "AmovPercMstpSlowWrflDnon"

If calling it through init line

null=[] spawn { m2 action["SALUTE",m2];sleep 3; m2 playMoveNow "AmovPercMstpSlowWrflDnon" }

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Or you could use switchMove?

m2 switchMove "AMOVPERCMSTPSRASWPSTDNON_SALUTE";

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you can also use

m2 enableSimulation false;

after the animation is played. That way, the unit will stay frozen in it's current state. I usually use that (via my debug console) when I need a shot for load screens.

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Doesn't that have the same issue of only doing it for a split second?

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try:

m2 playmove "AmovPercMstpSlowWrflDnon_Salute";

m2 disableAI "ANIM";

unfreeze with:

m2 enableAI "ANIM";

m2 playMoveNow "AmovPercMstpSlowWrflDnon";

// 4th line not necessary here but this breaks AI out of those sticky anims such as "ActsPercSnonWnonDnon_carFixing2"

Edited by Mattar_Tharkari

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Woops. By "Units INIT" I totally meant TRIGGER INIT. Sorry bout that guys. I will go down the list and try each. What ever one works first, I will use, and report back! Thanks for the help! :)

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