In init.sqs or .sqf:
alert = false;
Then:
while { !(alert) } do
{
w1 playMove "ActsPercMstpSnonWnonDnon_talking01";
sleep 1;
w2 playMove "ActsPercMstpSnonWnonDnon_talking02";
};
Just make sure this script is run after the "alert=false" is initiated.
Maybe having a longer sleep would be an idea since 1 sec is probably much less than the length of the animation sequence. Maybe the animation commands get "packed" and after only 20 seconds, 20 playMove commands are waiting in line to be executed. Not sure about this, but might be worth a try. I would see how long the actual animation sequence is, and have a total sleep that is 1 sec longer than that.
Something like:
while { !(alert) } do
{
w1 playMove "ActsPercMstpSnonWnonDnon_talking01";
sleep 1;
w2 playMove "ActsPercMstpSnonWnonDnon_talking02";
sleep (animation sequence length);
};
I doubt that the units will stop the animation until it's over, even if you have a switchMove "" command executed. In Armed Assault they wouldn't break an ongoing animation even if they were dead. Consequently, having very long animations in the mission itself (not cutscene) was often useless.
In my mission "One Shot One Kill" I abandoned the idea of having a good looking animation for a politician that you had to assassinate during a speech. Even after a lethal, gory headshot, he continued his "talking" animation until it was finished (10 seconds later), and only then would he drop dead. It looked silly and was very confusing for the assassin players.
Laggy