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Author Topic: HandGunStandToCombat  (Read 658 times)

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Kyle Sarnik

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HandGunStandToCombat
« on: 12 Mar 2005, 17:10:09 »
HandGunStandToCombat is obviously incorrect because its not workin for me, anyone know the classnames for the anims where the unit goes from combat standing to hand gun standing and hand gun standing to combat standing? Couldn't seem to find them. Thx in advance.  ;)

Offline Tomb

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Re:HandGunStandToCombat
« Reply #1 on: 12 Mar 2005, 17:39:09 »
 RES - ANIMATIONS LIST :

(thx to pinnie) :

reloadMagazine="HandGunCrouchReloadMagazine";
throwGrenade="HandGunStandThrowGrenade1";
lying="Lying";
civilLying="CivilLying";
crouch="Crouch";
combat="Combat";
stand="Stand";
civil="Civil";
die="HandGunCrouchDead";
handGunOn="HandGunCrouch";
weaponOn="Weapon";
binocOn="BinocHandGunCrouch";
binocOff="HandGunCrouch";
medic="HandGunMedic";
walkF="HandGunCrouchWalkF";
walkLF="HandGunCrouchWalkLF";
walkRF="HandGunCrouchWalkRF";
walkL="HandGunCrouchWalkL";
walkR="HandGunCrouchWalkR";
walkLB="HandGunCrouchWalkLB";
walkRB="HandGunCrouchWalkRB";
walkB="HandGunCrouchWalkB";
slowF="HandGunCrouchWalkF";
slowLF="HandGunCrouchWalkLF";
slowRF="HandGunCrouchWalkRF";
slowL="HandGunCrouchWalkL";
slowR="HandGunCrouchWalkR";
slowLB="HandGunCrouchWalkLB";
slowRB="HandGunCrouchWalkRB";
slowB="HandGunCrouchWalkB";
fastF="HandGunCrouchRunF";
fastLF="HandGunCrouchRunLF";
fastRF="HandGunCrouchRunRF";
fastL="HandGunCrouchRunL";
fastR="HandGunCrouchRunR";
fastLB="HandGunCrouchRunLB";
fastRB="HandGunCrouchRunRB";
fastB="HandGunCrouchRunB";
turnL="HandGunCrouchTurnL";
turnR="HandGunCrouchTurnR";
getInCar="HandGunGetInCar";
getOutCar="HandGunStand";
getInTank="HandGunGetInTank";
getOutTank="HandGunGetOutTank";
default="HandGunCrouch";
upDegree="ManPosHandGunCrouch"
stop="HandGunLying";
down="HandGunStand"; . :wow:
up="HandGunCrouch";
reloadMagazine="HandGunLyingReloadMagazine";
throwGrenade="HandGunLyingThrowGrenade1";
lying="Lying";
civilLying="CivilLying";
crouch="Crouch";
combat="Combat";
stand="Stand";
civil="Civil";
die="HandGunLyingDead";
handGunOn="HandGunLying";
weaponOn="Weapon";
binocOn="BinocHandGunLying";
binocOff="HandGunLying";
medic="HandGunMedic";
putDown="HandGunLyingPutDown";
takeFlag="HandGunStandToHandGunTakeFlag";
walkF="HandGunLyingCrawlF";
walkLF="HandGunLyingCrawlLF";
walkRF="HandGunLyingCrawlRF";
walkL="HandGunLyingCrawlL";
walkR="HandGunLyingCrawlR";
walkLB="HandGunLyingCrawlLB";
walkRB="HandGunLyingCrawlRB";
walkB="HandGunLyingCrawlB";
slowF="HandGunLyingCrawlF";
slowLF="HandGunLyingCrawlLF";
slowRF="HandGunLyingCrawlRF";
slowL="HandGunLyingCrawlL";
slowR="HandGunLyingCrawlR";
slowLB="HandGunLyingCrawlLB";
slowRB="HandGunLyingCrawlRB";
slowB="HandGunLyingCrawlB";
fastF="HandGunLyingFastCrawlF";
fastLF="HandGunLyingCrawlLF";
fastRF="HandGunLyingCrawlRF";
fastL="HandGunLyingCrawlL";
fastR="HandGunLyingCrawlR";
fastLB="HandGunLyingCrawlLB";
fastRB="HandGunLyingCrawlRB";
fastB="HandGunLyingCrawlB";
turnL="HandGunLyingTurnL";
turnR="HandGunLyingTurnR";
getInCar="HandGunGetInCar";
getOutCar="HandGunStand";
getInTank="HandGunGetInTank";
getOutTank="HandGunGetOutTank";
default="HandGunLying";
upDegree="ManPosHandGunLying";
stop="HandGunStand";
stopRelaxed="HandGunStandRelaxed";
down="HandGunLying";
up="HandGunCrouch";
reloadMagazine="HandGunStandReloadMagazine";
throwGrenade="HandGunStandThrowGrenade1";
lying="Lying";
civilLying="CivilLying";
crouch="Crouch";
combat="Combat";
stand="Stand";
civil="Civil";
die="HandGunStandDead";
handGunOn="HandGunStand";
weaponOn="Weapon";
binocOn="BinocHandGunStand";
binocOff="HandGunStand";
medic="HandGunMedic";
putDown="HandGunPutDown";
takeFlag="HandGunStandToHandGunTakeFlag";
walkF="HandGunStandWalkF";
walkLF="HandGunStandWalkLF";
walkRF="HandGunStandWalkRF";
walkL="HandGunStandWalkL";
walkR="HandGunStandWalkR";
walkLB="HandGunStandWalkLB";
walkRB="HandGunStandWalkRB";
walkB="HandGunStandWalkB";
slowF="HandGunStandWalkF";
slowLF="HandGunStandWalkLF";
slowRF="HandGunStandWalkRF";
slowL="HandGunStandWalkL";
slowR="HandGunStandWalkR";
slowLB="HandGunStandWalkLB";
slowRB="HandGunStandWalkRB";
slowB="HandGunStandWalkB";
fastF="HandGunStandRunF";
fastLF="HandGunStandRunLF";
fastRF="HandGunStandRunRF";
fastL="HandGunStandRunL";
fastR="HandGunStandRunR";
fastLB="HandGunStandRunLB";
fastRB="HandGunStandRunRB";
fastB="HandGunStandRunB";
turnL="HandGunStandTurnL";
turnR="HandGunStandTurnR";
turnLRelaxed="HandGunStandTurnLRelaxed";
turnRRelaxed="HandGunStandTurnRRelaxed";
getInCar="HandGunGetInCar";
getOutCar="HandGunStand";
getInTank="HandGunGetInTank";
getOutTank="HandGunGetOutTank";
default="HandGunStand";
upDegree="ManPosHandGunStand";
stop="HandGunTakeFlag";
default="HandGunTakeFlag
busDriverDying
busDriverDead
busCargo
busCargoV1
busCargoDying
busCargoDead
jawaCoDriver
jawaDriver

(+switchMoves+)

FXexecution
FXexecutionDead
FXdismay
FXToKneel
FXInKneel
FXFromKneel
FXshow1
FXshow2
FXshow3
FXshow4
FXshow5
FXCivilLookaround
FXCivilLookaround2
FXCivilLookback
FXCivilHandMouth
FXCivilFoldOnesArms
FXCivilArmsAkimboR
FXCivilArmsAkimboL
FXFromTable
FXToTable
FXSitLeftHandDown
FXSitRightHandDown
FXSitHandsOnTable
FXToHand
FXInHand
FXInHandStat
FXFromHand
FXNewcivil
FXWomanSur  :-*
« Last Edit: 12 Mar 2005, 21:46:46 by Tomb »

Offline macguba

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Re:HandGunStandToCombat
« Reply #2 on: 12 Mar 2005, 17:47:35 »
There is a demo mission in the Ed Depot - Tutorials - References showing all the playmoves.   Also a complete listing.
Plenty of reviewed ArmA missions for you to play

Kyle Sarnik

  • Guest
Re:HandGunStandToCombat
« Reply #3 on: 12 Mar 2005, 17:51:04 »
I looked through my list of switchmoves (that I got from this site) and through the CfgMoves config, but still no luck. Tomb, I don't see anything for switching between handgun and primary weapon. Ill try using a playmove to get to HandGunStand, and maybe it will play the anim I want in the process. Thanks for the help for now  ;)

Offline Tomb

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  • in2 Metal? Go 2 my sig
Re:HandGunStandToCombat
« Reply #4 on: 12 Mar 2005, 17:53:54 »
you could use an "interlude" anim. and then remove his rifle to force him 2 grab his sidearms

Kyle Sarnik

  • Guest
Re:HandGunStandToCombat
« Reply #5 on: 12 Mar 2005, 18:09:49 »
you could use an "interlude" anim. and then remove his rifle to force him 2 grab his sidearms

Nah I got it to work allready, and I can't remove his rifle, since thats part of the script  ;) anyways all I had to do was use playmove "HandGunStand" and he automaticly went through the interpolation that I wanted. Now it works perfectly and looks damn good, I love bein able to carry 2 primary weapons now  ;)

Kyle Sarnik

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Re:HandGunStandToCombat
« Reply #6 on: 12 Mar 2005, 18:48:58 »
 ;D ;) ::)

Offline Tomb

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Re:HandGunStandToCombat
« Reply #7 on: 12 Mar 2005, 18:52:40 »
[size=12]LMAO[/size]

Kyle Sarnik

  • Guest
Re:HandGunStandToCombat
« Reply #8 on: 12 Mar 2005, 18:58:09 »
 ::) Im a bit worried about Tomb  :-\ I hope he doesn't have a heart attack or something  ;)
« Last Edit: 12 Mar 2005, 18:58:18 by Kyle Sarnik »