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Author Topic: sit down  (Read 474 times)

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Bulletsfire

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sit down
« on: 02 Jan 2004, 01:58:42 »
what can i put in the init field to make a soldier sit down on start of mission?

O Neil

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Re:sit down
« Reply #1 on: 02 Jan 2004, 07:29:01 »
Hey

this setbehaviour "safe"; this switchmove "effectstandsitdown"

(O'Neil ;)

Offline macguba

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Re:sit down
« Reply #2 on: 02 Jan 2004, 12:52:19 »
Sometimes (or is it always?) switchmove animations don't work from the init field.   Give the loon a hold waypoint at his start position and put the code in there.   Use a switch trigger to get him out of the hold waypoint and into (say) seek and destroy if the enemy is detected nearby.
Plenty of reviewed ArmA missions for you to play

notmucheyecandy

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Re:sit down
« Reply #3 on: 02 Jan 2004, 20:22:37 »
you cannot put the switchmove or playmove commands in a units init, they must be placed in a trigger

Offline Burn

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Re:sit down
« Reply #4 on: 02 Jan 2004, 20:31:04 »
Quote
Sometimes (or is it always?) switchmove animations don't work from the init field.
Only if the loon don't have the appropriate behaviour, e.g. "safe", "aware" and so forth... some switchMoves have other conditions that needs to be fulfilled in order to work in the initField, but your method is also correct and simpler. I allways set the loons various behaviours in the "init.sqs": "_x setbehaviour ""safe""" foreach [eg1,eg2,eg3] <--------- Groups asigned in the array

Bulletsfire

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Re:sit down
« Reply #5 on: 03 Jan 2004, 04:40:52 »
eye candy your wrong, i put it in the init and it worked, thanks o'neil :)