Home   Help Search Login Register  

Author Topic: Bino's stay in hand  (Read 961 times)

0 Members and 1 Guest are viewing this topic.

456rob

  • Guest
Bino's stay in hand
« on: 09 Jul 2006, 22:26:12 »
Well its actually 456820 for some reason my previous log in name or pass stopped working and since i dont know when i may get a reply ive made a new acount.

Anyway onto the question.
Ive got a mission with a small cutcene where it shows a blackop lying in some bushes looking down his binos and i set StopBinocs = true to stop him from looking down them, however when the soldier puts his binos away and puts his hand back to his weapon the bino's still appear in his hand.

I could just remove them and add them back to him but it would be slightly noticeable that i did this so im wondering is there an animation instead which does this but doesnt show the binos back in his hand afterwards.
Cheers.

Edit - well im an idiot got my username and other name mixed up  ;D
« Last Edit: 09 Jul 2006, 22:28:04 by Robert »

Offline Wolfrug

  • Addons Depot
  • Former Staff
  • ****
  • Official OFPEC Old Timer
Re: Bino's stay in hand
« Reply #1 on: 10 Jul 2006, 11:02:26 »
StopBinocs? ^_^ What the friggen'...that's a command I've never heard of before. Is this one of them newfangled ones that came after 1.46? *peer suspiciously at the new stuff* Bah! In MY day dammage was written dammage and M113's had a little turnable turret on top and none of that *grumble mumble*

Ahem. I'm not sure what the problem is, er? If it's the shortness of the "looking-through-binoculars" animation, I believe the classic solution is to setAccTime to something lower than 1, which will make the animation seem to last longer by slowing down time.

I have no idea what that StopBinocs thing is supposed to do though, so. Uhm. Maybe someone else can give a solution?

/Wolfrug out

"When 900 years YOU reach, look as good you will not!"

Offline nominesine

  • Former Staff
  • ****
  • I'm NOT back!
    • The IKB Forum
Re: Bino's stay in hand
« Reply #2 on: 10 Jul 2006, 14:43:05 »
The turning turret on the M113 is still there, as far as I know. Unless it's been seriously dammaged. The bolean stopBinocs-command is new to me, though. An alternate way might be to give the unit several binocularAnimation (whatever their namess are) commands in a row. They are usually stacked and sometimes that makes the unit freeze in the desired position for a few seconds. Try it and see.
OFPEC | Intel Depot
RETARDED Ooops... Retired!

456rob

  • Guest
Re: Bino's stay in hand
« Reply #3 on: 10 Jul 2006, 17:29:10 »
 ;D i'll start again in more detail

I have a very small script which is

Code: [Select]
#start
echo switchmove "BinocLyingToLying"
?(StopBinoc):exit
goto "start"

When i set StopBinoc to true the script ends and the unit puts his binocs away but when he puts his hand back to his weaon the binocs are still visible like there stuck to his hand. I just want to know a way to stop the bino's from being visible.

Offline nominesine

  • Former Staff
  • ****
  • I'm NOT back!
    • The IKB Forum
Re: Bino's stay in hand
« Reply #4 on: 12 Jul 2006, 14:10:21 »
Aha, stopBinocs is a variable. That explains it. Your example was exactly what I had in mind, but it seems I misunderstood your question. Right now I cannot think of any other solution than the one you mentioned in your first post - remove the binoculars.
OFPEC | Intel Depot
RETARDED Ooops... Retired!