Randomanimation
Here are several variants possible, but we will use only 2 of them. At first there´s the variant that the Animations are numbered like the Panic-Animation which is numbered form ActsPercMstpSnonWnonDnon_Panicking1 till 7. It´s important to make sure that the names are always the same. The numbers are the only thing which are different to each other.
Name playMove format ["Animation%1",ceil random 7];
Getting random animations out of an array
The other Variant is that the engine is selecting an Animation automaticaly out of an Array.
The advantage is that one can predefine some different Animations in this Array. That happens usualy by using a script, which looks like this:
[Name] exec "scripts\animation.sqs"
The animation status
The animation status shows the user whether the Animation is still running or already been ended. One can use this information of course for further things like conditions.
? animationState _Unit == "Anim1" : hint “Anim runs”
Ignoring end of Animation
Who doesn’t know that, that a unit is disabling the current animated position and is changing back to the default position. That happens right then when the current Animation has been ended. But if one likes that a unit has to keep being in the animated position so the DisableAI-command is needed.
To do this one needs to give the syntax for the respective Animation at first and right behind the DisableAI-command which will look like this:
NameplayMove "Animation"
NamedisableAI "Anim"
If its needed now that the unit has to change back to the default position and has to adopt an attitude so one has to use the following Syntax:
NameenableAI "Anim"
A further possibility to get a Animation loop is the using of a Eventhandler.
NameswitchMove "Animation";
NameaddEventHandler ["AnimDone", {NameswitchMove "Animation"}];
_Unit = _this select 0
_Anim = ["Anim1", "Anim2", "Anim3", "Anim4", "Anim5", "Anim6"];
_Unit playMove ( _Anim select floor(random((count _Anim) -0.5 )));
exit;
Chapter 5 A list with the most used commands will be shown on the list below:
Animation Description
SprintBaseDf(SprintBaseDfL=rennt links / SprintBaseDfR rennt rechts) SprintCivilBaseDf (SprintCivilBaseDfL=links / SprintCivilBaseDfR=rechts) AmovPercMstpSnonWnonDnon_AwopPercMstpSoptWbinDnon
Lying and thows a grenade Thows a grenade Kneels down on one knee Hands behind the head Unit puts a pipebomb Sitting down
Kneels down and gasps Kneels down and gasps Heal Animation Heal Animation Heal Animation Heal Animation Bandaging a victim
Victim lays on the ground Forward guys!
Animation Description
AmovPsitMstpSlowWrflDnon_WeaponCheck1 (Number 1 to 2) AmovPsitMstpSnonWnonDnon_ground
ActsPpneMstpSnonWnonDnon_Injured1 (Number 1 to 2) ActsPknlMstpSnonWrflDnon_TreatingSoldier
ActsPercMwlkSlowWrflDnon_PatrolingBase1 (Number 1 to 4) ActsPercMstpSlowWrflDnon_Lolling
ActsPercMstpSnonWnonDnon_DancingDuoIvan ActsPercMstpSnonWnonDnon_DancingDuoStefan ActsPercMstpSnonWnonDnon_DancingStefan ActsPpneMstpSnonWnonDnon_Panicking
ActsPercMstpSnonWnonDnon_Panicking1 (Number 1 to 7) ActsPercMrunSlowWrflDf_TumbleOver
ActsPknlMstpSlowWrflDnon_ThingPassingMoving ActsPercMstpSlowWrflDnon_Listening
ActsPercMstpSnonWnonDnon_Listening
ActsPercMstpSnonWnonDnon_Talking1 (Number 1 to 2) ActsPercMstpSlowWrflDnon_Talking1 (Number 1 to 2) m2s1kancler
Sitting, checking the weapon Sitting/Hands back
Sitting / Weapon on ist fold Questioning
Victim of questioning Arresting a person Victim of arresting Lying fettered
Got hit and lying on the ground Convulsed with pain
Convulsed with pain Healing injured within battle Cowering and giving orders Cowering and listening to orders Kneeing on the ground and talking Running and rolling forward Go go go Stumbling but going on Running cowered and securing Listening to responsiveness Listening to responsiveness Standing without weapon and talking Standing with weapon and talking Running / giving order Standing and listening Standing and talking Standing and aiming
Animation Description
Standing / aiming from hip
Lifting hands / protecting themselves Standing with gun in hips
Holding weapon with gun barrel up Running around scared
Standing with hands up and falling Standing inflected forward Leaning to someone Weapon in hip and pitching Standing with folded arms Holding weapon on board carrier
Holding weapon near be hips and giving orders Holding weapon up on hips
Holding weapon right in front of his chest Got hit lying on the ground
Holding weapon at board carrier and giving orders Walking around, weapon shouldered and gesticulating Throwing hands up and capitulate
Standing with shouldered weapon Standing with folded arms Standing with folded arms Running around
Running around and gesticulate Running around and gesticulate Standing and listening
Running around and gesticulate Running around and gesticulate Standing, gesticultaing and folding arms Watching the ground and running around Standing with hand at the chin
Standing with hand at the chin and gesticulating Running forward and is telling
Folding Hands and explaining
Crying for help and pointing somethings with hands Standing with lifted weapon
Standing with lifted weapon
Standing with lifted weapon and gesticulating Standing with lifted weapon and running Standing with lifted weapon and gesticulating Standing with lifted weapon and gesticulating Running with weapon under the arm and gesticulating Standing with weapon under the arm
Running with lifted weapon
Running with weapon in the front of his body Lifting weapon and putting hand on ist back Lifting weapon with hands on ist magazine
Chapter 5
By using the following syntax it’s possible to disable the AI units. That means that those units will not fire and not move. The following possibilities are available:
NamedisableAI "Move" - Unit stops moving
NamedisableAI "Target" - Unit is no longer observing enemy units NamedisableAI "Autotarget" - Unit doesn’t watch anything
NamedisableAI "Anim" - AI is no longer able to change any animation NamedisableAI "Watch" - Unit is no longer looking around
By using enableAI all the effect will get deleted and the unit is behaving normal again.
This order is quite useful to make objects or units move over the map. If one wants to generate an aircraft which has to be in the air when it has been generated, this order will make it move in a pre-defined direction so that the pilot has time to speed up his aircraft.
To do this just use following syntax:
NamesetVelocity [0,100,100]
By using the following syntax it's possible to get some information displayed on the screen. There are several possibilities to do this:
hint "Text" - Text appears after call
hintC "Text" - Text appears after call and the game will be paused hintCadet "Text" - Appears in Cadet mode only
If a unit is changing his position and stance when he should be holding still, the following commands can be used to hold the unit in place in a specific stance. The orders kneel and kneelDown are intended on the part of BI but they don’t really work up to version 1.14. But those commands shall work in further versions so you can get the needed syntaxes below:
NamesetUnitPos "Up" - Unit keeps standing NamesetUnitPos "Middle" - Unit is kneeling NamesetUnitPos "Kneel" - Unit is kneeling
NamesetUnitPos "KneelDown" - unit is kneeling and is changing between lying and kneeling by itself
NamesetUnitPos "Down" - Unit is lying
NamesetUnitPos "Auto" - Unit decides for itself