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Author Topic: PlayMove and SwithMove  (Read 1880 times)

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1stJemHadar

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PlayMove and SwithMove
« on: 29 Aug 2002, 02:14:34 »
Today, I started working on a new cutscene. I wanted this one to be more advanced than my earlier cutscenes, after all, how else can I learn more.
Anyway, I noticed something very odd with PlayMove and switchMove.
For example, when I wrote UnitName PlayMove "FXDismay" nothing happened. But when I changed "PlayMove" to "switchMove" the unit performed the requested annimation.

Also, at one pooint in the cutscene, I wan't a police to be shot. The shooter isn't actually seen, so I decided to cheat a little, and have him use one of those "dying" annimations.
So I wrote this;
Guard1 SetBehaviour "CARELESS"
Guard1 PlayMove "FXStandAtt"

(Some other things happen here)
PlaySound "gunfire"
Guard1 PlayMove "FXStandSurDead"
Guard1 SetDammage 1


Now the interesting part is that the Guard never performs the "FXStandAtt" annimation, however he does perform the "FXStandSurDead" annimation. Since I wanted him to perform both annimations, I decided to try changing "Guard1 PlayMove "FXStandAtt" to "Guard1 SwitchMove "FXStandAtt".
After I did that, he performed that annimation, but now he did not perform the "dying" annimation. I then changed "Guard1 PlayMove "FXStandSurDead" to "Guard1 switchMove "FXStandSurDead", and after that, both annimations were performed by the Guard unit.

Now, my question is why. What's wrong with the "PlayMove" command, what am I doing wrong?  ???

crow

  • Guest
Re:PlayMove and SwithMove
« Reply #1 on: 29 Aug 2002, 07:32:18 »
 :)Not sure but an idea of how to get around the problem.  Use a stunt double.  You do this with the sepos command.  At the proper time teleport the unit out and teleport the other in. :)

1stJemHadar

  • Guest
Re:PlayMove and SwithMove
« Reply #2 on: 02 Sep 2002, 02:49:00 »
mm, true, that's a possibility.
Thanks:)

Still, I don't understand why PlayMove doesn't work. I read somewhere, not long ago, that the PlayMove command only worked with some of the annimations. If so, which annimations does it work with?
Very odd, indeed :-\
« Last Edit: 02 Sep 2002, 02:49:16 by 1stJemHadar »

Offline KTottE

  • Former Staff
  • ****
Re:PlayMove and SwithMove
« Reply #3 on: 02 Sep 2002, 19:03:04 »
Latest info is that since OFP:R (if you have that) all animations use switchMove.
Can't verify that though, since I haven't been using any animations since I got OFP:R.

Cheers, KTottE
"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!'"

Offline Messiah

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Re:PlayMove and SwithMove
« Reply #4 on: 02 Sep 2002, 20:33:54 »
nope Koty - wrong  ;)

ANY animation with effect... is a playmove animation (and can also be swithcmove, but switchomve will instantly place the unit to that posistion instead of a smooth animation) - this still counts with resistance (try making a unit salute)

ANY animation with FX... is switchmove only - some of these may be full animations (in the case of resistance, they are) but some may only be static ones (e.g FXStandAtt)

thats your basic rule

:thumbsup:

« Last Edit: 02 Sep 2002, 20:35:26 by Messiah »
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1stJemHadar

  • Guest
Re:PlayMove and SwithMove
« Reply #5 on: 02 Sep 2002, 20:40:33 »
Ah, so that's how it works.
Great. Thanks!! :)

YankeeTanker

  • Guest
Re:PlayMove and SwithMove
« Reply #6 on: 07 Sep 2002, 02:09:35 »

  This may help a little...

  To ease my Cutscene research a little I spent some time delving into the internals of Resistance to find all of those really cool new moves 'Like the cop that does the jump up half spin {with a tuck and a half gainer ;)} during the intro cutscene...   anyway I consolidate them onto a list straight from Resistance to a Word Document to print and put in a binder... this may help out and my advice is to cut and paste these if you want all of the new ones.. ## This may not be all of them but this is like 10 missions worth I think.. ##

  For your taking:

  OFP Resistance Commands

AP allowdammage false
AP reveal ‘target'
aP addweapon "phone"  'To give them the phone'
aP switchmove "FXStandToTelHand"
aP switchmove "FXSitHandsOnTable"
aP switchmove "FXInKneel"
aP switchmove "Fxstand"
aP switchmove "Fxdismay"
aP switchmove "EffectStandSaluteStart"     -  'Begin Salute'
aP playmove "Effectstand"    -  'End Salute'
aP switchmove "FxFromKneel"
aP switchmove "FxShow3"
aP switchmove "FxFromTable"
aP switchmove "FxSitRightHandDown"
aP switchmove "FxSitLeftHandDown"
aP switchmove "FxSitHandsOnTable
aP switchmove "FxStandRotateTable"
aP switchmove "FxStandEndTable"
aP switchmove "FxStandToTable"
aP switchmove "OnChair"
aP switchmove "FxNewCivil"
aP switchmove "Fx"
aP switchmove "Fxstand"
aP switchmove "StandToSitDown"
aP switchMove "FXinHand"
aP switchMove"FXCivilLookaround2"
aP switchMove "FXshow4"
aP switchmove "FXStandSurUniv"
aP switchmove "CombatReloadMagazine"
aP switchMove "TakeFlag"
aP switchmove "Crouch"
aP switchmove "civildead"

  These are the rest that I found while looking.. I am not sure which are playMove and which are switchMove's...

  StandStrokeFistEnd
OnChair
EffectStandSaluteEnd
StandBase
EffectStandmove
EffectStandSitDownVer2
EffectStandSitDownVer1
EffectStandSitDown
EffectStandSitDown
EffectStandSitDownStill
SitDownToStand
FXBase
FXStandToTel
FXStandToTelHand
FXStandTelLoop
FXStandDropTel
FXStandFromTable
FXStandUnivTable
FXStandToTable
FXStandDangle
FXStandToDip
FXStandDip
FXStandFromDip
FXStandSur
FXStandSurDead
FXStandSurUniv
FXStandSurDown
FXStandRotateTable
FXStandShowTable
FXStandEndTable
FXStandStraight
FXStandBug
FXStandhip
FXStandAtt
FXStandAttVar1
FXangel
Fxangel2
EffectWeaponPanic

CommandEngageAtWill
CommandFireAtWill
CommandFormation
CommandHoldFire
CommandStop
CommandForward

EffectCombatStand
standF
standB
combatF
combatB
crouchF
crouchFW
crouchB
civilF
civilB
lyingF
lyingB
civilLyingF
civilLyingB
lyingVars
combatVars
combatReleaxedVars"_
combatTurnRelaxed"_
combatTurn
standTurn
standFX
standVars
weaponF
weaponB
weaponTurn
civilLyingTrans
civilCombatTrans
civilStandTrans
civilVars
civilTurn
cargoEquiv
cargoVars
sitDownVars


   Good luck and the more you experiment the better you get with these things.. like with the

  aP switchMove "FXDismay"

   The before mentioned police maneuver requires you to give the command
 
   aP switchMove "FXDismay"
   aP setDir "180"

  Afterwards to keep him/her/them to stay in that direction..

  Anyway I am completely off the subject.. If you notice that your intel.. was indeed correct 99.995% of the maneuvers are switchMoves and during my creation of my campaign.. I can't remember using playMove once..

  Not really a solution.. but some assistance anyway...

   Take care and happy OFPEC'ing

  YankeeTanker.  Matt.

lilmat

  • Guest
Re:PlayMove and SwithMove
« Reply #7 on: 21 Sep 2002, 09:05:35 »
Ok this is a topic that can be complicated. ???
know when you use playmove and switchmove, that you
cannot use playmove after switchmove, but can use
switchmove after playmove. Some anamations are better
with play and some are better with switch.
Remember playmove can be smoother and means he will
fall down if shot. But switchmove is switching(most of the
time) and will stay if shot!(not Always)
To get unit to change back you can use switchmove""
or switchmove"normal"
Hope this has helped!! 8)