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AI animations
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Topic: AI animations (Read 1183 times)
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Glamhoth
Guest
AI animations
«
on:
28 Dec 2002, 17:05:30 »
Hey...
Me and one of my friends, trys to make a "realistic" multiplayer playground...
We dont know how "to make AI's stand attention"
We know its somethink with a "FXStandAtt"
But what do we have to do, to get units stand Attention?
Would be happy to know!
Need all help we can get!
\\Glamhoth
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StealthBloke
Members
Im here to kick ass and chew gum!!!
Re:AI animations
«
Reply #1 on:
28 Dec 2002, 17:16:06 »
Just type in the init field of the ai unit:
aP playmove "FXStandAtt"
aP is the name you give to the ai unit
hope i got that right.
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Glamhoth
Guest
Re:AI animations
«
Reply #2 on:
28 Dec 2002, 17:17:59 »
Okay thanks... Ive tryed it before, but it doesnt seem to work probertly...
\\Glamhoth
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Glamhoth
Guest
Re:AI animations
«
Reply #3 on:
28 Dec 2002, 17:29:22 »
Hey ive tryed it... Take a look at this pic, Its a screen from the editor... Take a look if i did i right will you?
File attached
\\Glamhoth
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StealthBloke
Members
Im here to kick ass and chew gum!!!
Re:AI animations
«
Reply #4 on:
28 Dec 2002, 17:37:14 »
Right ok just had a look at what i did, now in the init instead of aP bla bla type: this
so its: this playmove "FXStandAtt"
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The dead know only one thing, It's better to be alive.
Glamhoth
Guest
Re:AI animations
«
Reply #5 on:
28 Dec 2002, 19:16:07 »
Okay thanks m8... If you have som kind of a list with the different animations, i would be happy if you could give me a "copy"
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StealthBloke
Members
Im here to kick ass and chew gum!!!
Re:AI animations
«
Reply #6 on:
28 Dec 2002, 20:53:18 »
Theres a list on this site in the editors depot not sure if im aloud to do this but this is the link to it
http://www.ofpec.com/includes/download.php?type=0&id=30
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Glamhoth
Guest
Re:AI animations
«
Reply #7 on:
28 Dec 2002, 20:57:36 »
Darn.. I didnt work as you said..
Well Thanks for trying to help me..
\\Glamhoth
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StealthBloke
Members
Im here to kick ass and chew gum!!!
Re:AI animations
«
Reply #8 on:
28 Dec 2002, 21:05:08 »
mmmmm
it works fine on mine. Just download the command reference that will help you alot
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The dead know only one thing, It's better to be alive.
Glamhoth
Guest
Re:AI animations
«
Reply #9 on:
28 Dec 2002, 21:19:31 »
Hmmm... Well... Its in the unit init, field... I type: this playmove "FXStandAtt"
That was Exactly what i typed... And i pressed preview, and he just stood there, as they allways do... :/
\\Glamhoth
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KTottE
Former Staff
Re:AI animations
«
Reply #10 on:
28 Dec 2002, 21:37:51 »
Do it in a script.
unitName playmove FXStandAtt
Save that, and execute it in the units init field.
[] exec "Scriptname.sqs"
That ought to work.
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"Life is not a journey to the grave with the intention of arriving safely in a pretty and well preserved body, but rather to skid in broadside, thoroughly used up, totally worn out, and loudly proclaiming 'WOW What a Ride!'"
Ace
Guest
Re:AI animations
«
Reply #11 on:
28 Dec 2002, 23:18:07 »
You have to "SwitchMove" not "playmove" for animations that begin with FX
So now its this switchmove FXstandatt
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