Home   Help Search Login Register  

Author Topic: Double death animations?  (Read 694 times)

0 Members and 1 Guest are viewing this topic.

MikeSc

  • Guest
Double death animations?
« on: 06 Nov 2002, 16:06:31 »
I'm using switchmove with the "FXexecutionDead" animation in one of my cutscenes. A guy walks up and executes another guy kneeling with his hands behind his head. It works ok except for one problem, after the guy's kneeling death animation (FXexecutionDead) plays he magically "springs" back to his feet then falls over dead again.

While it is kinda funny, it's undesired. I've tried everything I can think of to fix it, but can't. I'm guessing it's probably something reall simple though...?

Thanks,
~Mike

Lt_Damage

  • Guest
Re:Double death animations?
« Reply #1 on: 21 Feb 2003, 12:32:50 »
I was going nuts over a mission trying to do this so asked a BIS programmer:

He said:
____
I recommend you to look how PutDown is done in our CfgMovesMC:

  #define TimedCombatActionsExt(x,y) \
   class x##Actions: CombatActions \
   { \
    stop=#y;default = #y; \
    down="Lying";up="Combat"; \
    turnL=""; \
    turnR=""; \
    turnLRelaxed="";turnRRelaxed=""; \
    putDownEnd ="Combat"; \
    fireNotPossible="Combat"; \
   };
  #define TimedCombatActions(x) TimedCombatActionsExt(x,x)

  TimedCombatActions(PutDown)

To triger death when solider is really killed check how various deads are
done.

Ondrej

------
Now I have no idea what that means and didn't want to ask him because he was busy so we'll have to work it out :D