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Author Topic: unit switchMove "CombatRelaxedStill"  (Read 1134 times)

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Loup-Garou

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unit switchMove "CombatRelaxedStill"
« on: 08 Apr 2004, 18:02:20 »
Hi all.

I want to make a cutscene where the player put his weapon down (like the "CombatRelaxedStill" animation ; or, more exactly, like a soldier who behaviour is set to "aware"). The problem is that I can't "maintain" this animation all the time during the cutscene, even when I "repeat" the "unit switchMove "CombatRelaxedStill"" command. More, I'm not sure this is the correct animation, because the unit tremble instead of not making a move.

Can anyone help ?  :)

TERA_Forrest

  • Guest
Re:unit switchMove "CombatRelaxedStill"
« Reply #1 on: 08 Apr 2004, 19:27:11 »
did u try this in the units init field?

this setbehaviour "careless"

the unit will not do anything but stand there with his gun on his shoulder.

Loup-Garou

  • Guest
Re:unit switchMove "CombatRelaxedStill"
« Reply #2 on: 08 Apr 2004, 19:41:05 »
No, you didn't understand  ;D ; I don't want the player to have his weapon "on back" (careless and safe mode) ; I want the player to have his weapon "on hand", but WITHOUT aiming (like soldiers "played" by the computer when they're in "aware" mode).

DBR_ONIX

  • Guest
Re:unit switchMove "CombatRelaxedStill"
« Reply #3 on: 12 Apr 2004, 12:32:04 »
You can't use the playmove/switchmove in the init field, it has to be in either a triggers activation field or a script (Or waypoint activation field)

Just name the guy guy1, and in the act. field guy1 swithmove "CombatRelaxedStill"

:)
- Ben

Loup-Garou

  • Guest
Re:unit switchMove "CombatRelaxedStill"
« Reply #4 on: 13 Apr 2004, 16:23:42 »
You can't use the playmove/switchmove in the init field, it has to be in either a triggers activation field or a script (Or waypoint activation field)

Just name the guy guy1, and in the act. field guy1 swithmove "CombatRelaxedStill"

:)
- Ben

Thanks for the reply, but I know this. I told that I'm making a cutscene (with a .sqs file) ; so, I used "guy1 switchMove "CombatRelaxedStill"". I just want that the unit keeps this position more than a few seconds. And, as I said, I'm not sure of the animation I 've chosen, because the unit "trembles" (moving his arms). But I saw the result that I seek in the original cutscenes of OFP (for example, in Red Hammer, Dmitri Lukrin keeps this position when he sees his comrades murdering civilians).

Offline Maddmatt

  • Members
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Re:unit switchMove "CombatRelaxedStill"
« Reply #5 on: 18 Apr 2004, 13:51:07 »
Instead of actually putting the player there put an ai there with the players face. In the red hammer mssion you mentioned they probably used the setpos command to move the player out of the way and put and ai controlled guy there with dmitri's face.  8)
When you see a nice effect in someone elses mission you should always DePbo it to see how they did it. ;D Thats what I do. :o
http://bushfires.org/
African Conflict Mod
Mission editor and scripter

Loup-Garou

  • Guest
Re:unit switchMove "CombatRelaxedStill"
« Reply #6 on: 18 Apr 2004, 19:50:08 »
Ok, your trick works ! A thousand thanks  ;) ! But I've a problem with coordinates (I thought the positions on "mission.sqm" were right...). I got Softegg's script in the editor depot but I don't know how exactly use it... :-\
« Last Edit: 18 Apr 2004, 19:50:24 by Loup-Garou »

Loup-Garou

  • Guest
Re:unit switchMove "CombatRelaxedStill"
« Reply #7 on: 27 Apr 2004, 10:03:04 »
I've found a file which contains the "translation" coordinates  -> numbers (Aj50 = x,y...). So it works fine now  :) !

Topic SOLVED !!!!!!!!!!!!!!!!  :D  :D  :D
« Last Edit: 27 Apr 2004, 10:03:23 by Loup-Garou »