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Author Topic: Urgent!!!: Fxexecution&FxexecutionDead  (Read 627 times)

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Offline Burn

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Urgent!!!: Fxexecution&FxexecutionDead
« on: 02 May 2003, 15:24:58 »
Hi everyone. I was wondering how to make my soldier stay on the ground after iv'e assigned the command: unitname SwitchMove FxExecution and unitname SwitchMove FxExecutionDead to a unit that's about to be executed. All works fine...
exept its pretty unrealistic when the dead AI, that has allready been shoot by the executioner, stands up again, and then falls dead to the ground once more :P... Iv'e got the fxexecution timed properly with the fxexecutiondead, but how do you make the animation last longer... I mean how do you get him to hold his position when the animation has finished playing (and not switch back to his initial stance) ???.
I gues you hawe to do this in a script, but how do you do it in a trigger if possible?

ANY help is GREATLY appreciated!!!

Thank U SOOO much in advance!!!  ;)

Offline Captain Crunch

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Re:Urgent!!!: Fxexecution&FxexecutionDead
« Reply #1 on: 02 May 2003, 16:26:45 »
Hi Bizon!

   I've never dealth woth the FxExecution and  FxExecutionDead Switchmoves but I've had the same problem with other switchmoves. How about you shoot me the script in question and I'll try a few ol tricks around!!

  BTW, I hope it doesn't require Resistance, cos I only have v. 1.46! :-[

Send me the script or simply type it here as a reply! I'll check it out!

Peace out!
Back to the forest!

Offline macguba

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Re:Urgent!!!: Fxexecution&FxexecutionDead
« Reply #2 on: 02 May 2003, 16:50:19 »
Well presumably you want him dead, so why not make him setdammage 1 as he hits the ground?   That should prevent him from going anywhere.
Plenty of reviewed ArmA missions for you to play

Offline Burn

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Re:Urgent!!!: Fxexecution&FxexecutionDead
« Reply #3 on: 02 May 2003, 17:03:31 »
 :-\Errr... I must say that I dont know if it needs 1.75 but i'll post it anyway... and I wasn't using a script but I'll try to put a quick one togeather that works somewhat like the triggers I was using ;) (don't know how long it will take, cause I'm only starting to get a hang of scripting...  be patient ;D). U could try figure out them triggers I was using meanwhile. I used:
Trigger 1
a\b axis: 10
Activation: Anybody present
on activation: player switchmove "fxexecution"

Trigger 2
a\b axis: 10
Activation: Anybody present
Countdown: 2.6, 2,6, 2,6.
on activation: player switchmove "fxexecutiondead"

Player= Removeallweapons this
r= this setbehaviour "safe";this dotarget player;this dofire player...
I think i put the dotarget & the dofire commands in a nother trigger, don't remember :P ....and I fogot to save the changes :-[

hope u make some sense out of that ;)

Offline Burn

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Re:Urgent!!!: Fxexecution&FxexecutionDead
« Reply #4 on: 02 May 2003, 17:10:15 »
@macguba

Shouldn't the unit die when the  executioner shoots him ???
Well I'll try that out anyway...

Thanx Mac!!! ;)

(Ps. the unit screams & dies before the animation phase ends so therefore the scepticism towards u'r suggestion. :P)

Offline Burn

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Re:Urgent!!!: Fxexecution&FxexecutionDead
« Reply #5 on: 02 May 2003, 17:33:20 »
Sorry mac :(... no luck ...atleast for me ::), did u try it?

Offline macguba

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Re:Urgent!!!: Fxexecution&FxexecutionDead
« Reply #6 on: 02 May 2003, 17:43:30 »
I just did, and it worked fine ... but I wasn't trying to do it on the player unit, I named a unit loon1 (what else?) and tried it on him and he stayed down.  I just used the triggers that you posted, I didn't use setdamamge.
« Last Edit: 02 May 2003, 17:44:06 by macguba »
Plenty of reviewed ArmA missions for you to play

Offline Captain Crunch

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Re:Urgent!!!: Fxexecution&FxexecutionDead
« Reply #7 on: 02 May 2003, 18:20:52 »
Actually I've had the same problem as You Bizon. I shot the poor loon1 myself though!!! ;D

He falls a first time then reappears standing up then falls a second time.

I changed the time You had put in the second trigger to 0.5 or 1 second and it works good!

Do I make sense!!!

Back to the forest!

Offline Burn

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Re:Urgent!!!: Fxexecution&FxexecutionDead
« Reply #8 on: 03 May 2003, 13:04:49 »
Sorry for my late reply guys (had to go sleep for a few hours due to lack of sleep :P) I will try your suggestions...
Thanx alot 4 u'r help :D :-*!!!

Offline Burn

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Re:Urgent!!!: Fxexecution&FxexecutionDead
« Reply #9 on: 03 May 2003, 14:00:41 »
 :-\I think I sort of know what the problem might be...
first of all the two animations must be timed perfectly to look good, I tryed to put 0.5 or 1 in the second trigger as Captain Crunch said, but then the first animation would abort and switch to the second... and that wasn't what I wanted so I experimented a little without hawing the AI shoot, and finally found out that 2.6sec was too late, but 2.58 was just right. That brings us to my second problem: when my loon1 was killed it aborted the animation when the AI realised he was dead, dying or attacked, then he switched to his original standing position and fell down to the ground. How did u switch of the AI again, I don't remember, and could someone help me with the scripting part of things cause I'm no good at that... It would be cool if u could make the AI stay kneeled at the firs't animation for a while longer before switching to the second animation... Is all this possible ??? ::) help is really appriciated!!! :)
Thanx for all the help so far ;)

Note: please correct me if I'm wrong about this ::)...

Offline Tomb

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Re:Urgent!!!: Fxexecution&FxexecutionDead
« Reply #10 on: 03 May 2003, 22:51:16 »
Will this sample help  ???



(install & load at desert island)




Offline Burn

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Re:Urgent!!!: Fxexecution&FxexecutionDead
« Reply #11 on: 04 May 2003, 00:48:29 »
 ;Dheh, yeah that would work if I wanted that but i was looking for a solution for those two animations that I've talked about sooo much up there on those other posts ;)... but I gues that if no one knows how to crack this nut I'll hawe to use the old fasion way to kill those prisoners ::) ;D Thanx for the effort TOMB, really appreciated!!! ;D 8)