Home   Help Search Login Register  

Author Topic: using that fxexecution command  (Read 461 times)

0 Members and 1 Guest are viewing this topic.

headshot_snipe

  • Guest
using that fxexecution command
« on: 26 Apr 2003, 11:18:45 »
eversince macguba released the anim list (thx macguba)i've been trying them out, but there is one i cant use: FXexecution.

when i try it ( i put a trigger or waypoint) and the guy does it but then goes back into the combat mode mode. Why? i tryed with the safe mode, same thing happens. is there anyway to keep the guy in the execution possition?

thx

_hammy_

  • Guest
Re:using that fxexecution command
« Reply #1 on: 26 Apr 2003, 18:08:11 »
you could make a script or something, figure out how long he does it for, then put the wait just a little shorter than he does it.

something like:
Code: [Select]
_unit = _this select 0

#start
_unit playmove "FXexecution"
~1 ;change this number so it waits a little before he stops doing the animation
goto "start"

exit

you could also make it so after a certain ammount of seconds it was in teh animation, then it exits the script.
« Last Edit: 26 Apr 2003, 18:10:46 by HAMMY »

headshot_snipe

  • Guest
Re:using that fxexecution command
« Reply #2 on: 27 Apr 2003, 18:19:59 »
thx but it just loops the anim over so the guy stands up again and again and sits down and... ect

anymore ideas

O Neil

  • Guest
Re:using that fxexecution command
« Reply #3 on: 28 Apr 2003, 10:27:26 »
Hey

Wasn't it:

"fixexecutiondead"