Dear viewers, I am very happy to announce that we now have ENGLISH & SPANISH SUBTITLES (subtítulos en español!) on this video up above! Thanks to theSinGLoT, who managed to translate the whole original text script, I was able to add english and now also spanish subtitles. Hopefully they will aid people who aren't as confident with their english. Once again, big thanks for the spanish translation, I am very happy to have subtitles in a different language and hope they will be useful to you, my dear viewers. kzbin.info Please consider stopping by at theSinGLoT's youtube channel and tell him hi, if you wish to thank him for his great contribution to this channel.
@davidrodway50247 жыл бұрын
Feuerex Hi I was hoping you could do video on how to lower the ramp on the lcvp landing craft from Iron Front mod or could give me some tips instead. Thank you for your time
@Feuerex7 жыл бұрын
I don't do mods, you're much better off asking in the comments/forums of the related mod, or on any related site.
@subjecthandeler34324 жыл бұрын
this mod is on steam?
@KCHUPSTUDIO4 жыл бұрын
need help, i use your scrip.. some of my ai have body armor, some do not.. same thing goes to the head gear.. may i know how to fix this?
@Feuerex4 жыл бұрын
Gotcha. When using fnc_ambientAnim, add an optional parameter "ASIS" that keeps the AI's gear intact. example : [player, "STAND1", "ASIS"] call BIS_fnc_ambientAnim; example2 : [mySoldier, "REPAIR_VEH_KNEEL", "ASIS"] call BIS_fnc_ambientAnim;
@Feuerex8 жыл бұрын
Do you remember how I was talking about releasing videos on weekends, a few weeks back? Here you go, a video on Tuesday because why not. It took a lot to make this video at all. Also, in the mission example, I made a small change, the officer no longer does the talk animation, but only reloads instead. The talk animation was too long for my testing, so I replaced it with a shorter one. On the other hand, I added a nice little 'safety switch' to the helicopter, another method of preventing it from taking off (a condition in the first waypoint). See the mission if you're interested.
@peanutbttrjlly70378 жыл бұрын
you are russian
@tomasbenedikt58938 жыл бұрын
As I know,he is Czech..
@peanutbttrjlly70378 жыл бұрын
+Tomáš Benedikt oh sorry
@albertoruiz85938 жыл бұрын
Actually about that DisableAI. unit disableAI "anim" will make them loop in their current animation. So maker is able to make that unit run in one direction and then change azimuth by: _unit setvectordir [sin _wanted_azimuth,cos _wanted_azimuth, 0]; So his unit will turn to that direction smoothly. Which logically can be used for scripted movement (for example in buildings) or in cinematics. And you can smoothly changing units animation by turning "anim" option on, change animation, be sure it was executed and then turn off "anim" option.
@EJayWalker3 жыл бұрын
I still don't fully understand how to play two animations in a sequence. For example if I wanted to have a soldier aim his rifle, but then switch to his sidearm using multiple animations that are shorter. How would I go about that? I tried using the code but I think I'm just too inexperienced with the scripts and such
@alum2024 жыл бұрын
I am frustrated, i am trying to make a cinematic on Arma 3. With a marine squad approaching a NATO Stronghold, with Some Tank crew on an Abrams is taking a break, and fixing the engine, and some POWs taken, and a few dead Chdkz fighters around. Some Marines fighting, and some others just chilling. But they won't do the animations i want them to do. Can i get some assistance? Does certain mods prevent this?
@STUV1017 жыл бұрын
What frustrates me is I get all the animations to work, but the ai simply refuses to move from their position to the waypoint i set; as if they're stuck there till i kill them.
@NextStitch2 жыл бұрын
hy. how the hell can a I walk from on point to another, erect- walking - lower weapon, the config not work?
@tyrstone35393 жыл бұрын
I know this is wildly late but near the beginning of the video, when you go to the ambient animations in Eden editor i noticed there were a lot of animations listed. In my editor there are only a few default animations. How'd you get that?
@Feuerex3 жыл бұрын
my guess would be different versions of the mod. 3DEN enhanced went through ~70 modifications and updates since this video was made, it's very likely the animations menu was changed. My guess would be to keep compatibility with the base game - Arma itself went through tons of changes over the years as well. Don't ask me why Arma keeps making updates to its own code that aren't backwards compatible - I've lost hundreds of hours of work and a number of tutorials because they are no longer accurate, even though I made them years after the full release.
@westkuka1483 Жыл бұрын
hi ive got one question, how did you get the Animations on live movement while being in Eden Editor? When i selected one Animation i have to go into the Scenario to see the Animation. What Changes must i do to see them live in my Editor?
@westkuka1483 Жыл бұрын
@Feuerex and how can i activate it? Cause ive already use 3den Enhanced
@Feuerex Жыл бұрын
@@westkuka1483 I retract my previous statement about it being impossible in vanilla game. It is possible with using get3DENSelected and using the debug console while in the editor. It's pretty janky and tedious, but possible. I still believe that 3DEN enhanced is the way to go because it handles that instead of the user. Or at least it used to at the time of recording this video - which was in 2016, maybe it has changed since then.
@lucasduarte57994 жыл бұрын
how can i make a NPC shot in the middle of animation? :D thanks!
@TheEpOorklep3 жыл бұрын
Quick question? You say playing animations shouldnbe done by trigger and not the init box because its wonky or something to that extent Is this in 2021 still the case or is init now feasable?
@SgtMcCullin8 жыл бұрын
I have a problem. Some animated AI show up in MP, not all of them. But when I play bymyself in SP they always work. But not online with my friends. Help me!
@Feuerex8 жыл бұрын
switchMove's effects are local, and need to be played on all PCs. See Killzone Kid's and Waffle SS.'s comments under the following page: community.bistudio.com/wiki/BIS_fnc_MP
@nobleluna39907 жыл бұрын
I'm using playMove and they still don't work in MP.
@Carl17818 жыл бұрын
You videos are always excellent and comprehensive. Thank you for taking the time to do them.
@humblegeorge7 жыл бұрын
You are one BRILLIANT person !!! I am excited to " try " and learn this. Thank you.
@SgtMcCullin8 жыл бұрын
How can I save my kit at a flag or such object so I don't lose my kit when I die? Do I need somekind of easy script for init?
@Feuerex8 жыл бұрын
I'd probably look at the "Killed" eventHandler, spawn an ammo box and copy-paste the equipment there, surely someone has already made such a script before... how is it in any way related to using animations?
@pixelometry22166 жыл бұрын
can you tell how those dramatics animation were made i mean behind scene peoples wear black clothes and have small light point to make animation when they change position , what it call?? .
@Feuerex6 жыл бұрын
you're probably thinking of this? en.wikipedia.org/wiki/Motion_capture this is the method used to get realistic human movement, ideal for movies or scripted scenes in games. the more simple (and *WAY* cheaper) method of creating animations is en.wikipedia.org/wiki/Key_frame
@pixelometry22166 жыл бұрын
Feuerex oh yes tbat right i mean 3D motion capture well anyway is possible to motion capture to make animation for arma 3 ? .
@Feuerex6 жыл бұрын
it's something the developers have done (img.kzbin.infoIMzS13O14tI/maxresdefault.jpg ), so I imagine it's more than possible. you'll probably need some tracking devices, cameras, and a good software in order to convert it all into an Arma animation. google is your best friend for this.
@LiamADHD7 жыл бұрын
Mate ive been searching the internet for 2 days and finding nothing but shit videos, then i find this, well done mate!
@Benjiha8 жыл бұрын
Very nice video and tutorial but i have one question. How do you make the animations loop. They seem to stop after the animation is done.
@Feuerex8 жыл бұрын
The problem of looping animations, code and possible problems are all included in the video, starting at around 11:30.
@Benjiha8 жыл бұрын
Feuerex Oh must have skipped that. Thanks man!
@Benjiha8 жыл бұрын
+Feuerex One more question tough. When making a AI sit. How do you make them sit on a chair and not trough it so it doesn't look all wonky.
@Feuerex8 жыл бұрын
You can either Attach the soldier to the chair, at that point you can precisely say where the soldier is (with precision of several mm) with AttachTo (mySoldier AttachTo [chair, [0,0,0]] and change the 0,0,0 to numbers that fit your chair) Or just use the ambient animations - sitting category, they automatically pick a nearby chair and position the soldier on it. Again, all these commands *are* in the video as well.
@nikyfgh8 жыл бұрын
+Feuerex When I tried it with ambient animation I was actually surprised that it's going to pick the chair and it will attach the guy to it, pretty cool and it's making things easier. But i was doing that like couple of months ago.
@GolfFoxtrotCharlie-gfc8 жыл бұрын
Ive got a quick question and im sorry if someone else has asked this already, I dont have much experience with animations in A3 and I noticed with using the simple drop down method if you place a unit using say the, repair or sitting high with legs swinging animations, if you try to raise their heights or simply move them, the unit falls back to the ground or snaps back to where the were first placed. Is there a way to get around this with the simple drop down method or are you pretty much restricted to using the animations as a trigger to get them to hold the desired position. Again sorry if this has been asked or answered already.
@Feuerex8 жыл бұрын
Using the drop down menu of Eden enhanced is using a function for ambient animations. This function has the ability to seek nearest objects and points that can be used to play said animation, so, for example, a sitting animation will look for chairs, tables or boulders nearby so the soldier can sit on them, and not just in mid-air. Eden enhanced uses this function in a drop down menu, which doesn't allow you to turn the snapping off. I don't personally use this mod, so I can't tell you of a way around it, but using the function in a script/trigger gives you somewhat more options (the function has an optional parameter snapToObject, where you can choose which object to snap to, instead of automatic search). It needs some basic scripting knowledge though, you need to know how to use those commands manually. You may also be interested in this thread on BIS forums, there seems to be a short discussion about this exact problem. forums.bistudio.com/topic/188312-3den-enhanced/?p=3015693
@GolfFoxtrotCharlie-gfc8 жыл бұрын
+Feuerex Awesome, and thanks for the fast reply I really appreciate it!
@paprikaman11243 жыл бұрын
so i wonder if i get eden enhanced would it let me choose loadouts to units in 3d editor?
@syedasad69322 жыл бұрын
Sir similarly apply this codes on Arma 2 ??
@samuelsteffen36142 жыл бұрын
Hello Feuerex, Currently, I'm having some troubles with getting animations to work on a multiplayer server. Some of the AI aren't going into their animations when on a dedicated server; do you by chance have a possible solution for this? Thanks in advance
@SgtMcCullin8 жыл бұрын
Shame that animations like Briefing doesnt work with Combat code at the end. Meaning that they don't care if they are getting shot etc. Any way to fix those animations?
@ctctaylor58 жыл бұрын
im trying to get an ai to the more complex animations such as push ups i found the animation in the unknown list its called AmovPercMstpSnonWnonDnon_exercisePushup i was wandering how to get an ai to this animation?, pls help
@Feuerex8 жыл бұрын
+ctctaylor5 I don't know if it's switchMove or PlayMove, one of them. I can confirm that you got the animation name correct, I used it myself when creating the thumbnail for this video, so you also have a proof that it works. As explained in the video, some anims only work with one command of the total three, this is such an animation, but it *does* work with one of them.
@mux57036 жыл бұрын
With 3den, i don't get the tab labeled "Object: Ambient animation", is this due to a recent patch to the mod or am i doing something wrong?
@DipDip30088 жыл бұрын
is there any way for a loop to end automatically once a cutscene is finished, i have it so my player walks to a briefing then a loop is activated so that he checks his weapon and looks around, the only issue is that once the cutscene is finished i am stuck in a loop and cannot move.
@Feuerex8 жыл бұрын
A 'loop' is based on evaluation of a condition. When the condition returns true, the code repeats, when it returns false, the code isn't executed. Change the condition in your loop so that it returns false at the end of your cutscene. You can also snap the player out of any animation with player switchmove ""; but that is only applicable once you stop looping all other animations.
@llllPROTOCOLllll7 жыл бұрын
I"m currently testing units using a cutscene basically scanning an area for enemies when they reach a certain point. This is working fine, however, I would like for them to exit the cutscene animation and engage enemy threat once encountered. Just started working on this but any feedback on how to accomplish would be nice. I haven't been able to figure out how to get them to exit the cutscene animaiton once the threat is in LOS or begins to fire. I want to build it into a SP mission I'm working on. Thanks!
@Feuerex7 жыл бұрын
You can exit out of nearly any animation by forcing the unit to play an empty animation. _unitName_ switchMove ""; Alternatively, you can find some basic standing animation and switchMove into that one. Such an animation is completed immediately, and AI can take care of the behavior from that point on. The ambientAnim function has ambientAnimCombat alternative, which takes enemies into account and forces units out of animations when they are under attack or they spot an enemy.
@llllPROTOCOLllll7 жыл бұрын
Feuerex thanks, I'll give that a try!
@ivanmadness84167 жыл бұрын
Hey mate how can an unit cancel his animation when a combat situation appears?
@euthe88thtaskforceregiment684 жыл бұрын
I’m having a problem.When I search “EDEN enhanced” no mod shows up with that exact name. So if you know what I should search please tell me.
@gavinstarks27614 жыл бұрын
Landon Stewart try “3den” or just use the link in the description
@rayb53918 жыл бұрын
for days i have been trying to find a way to remain in control of grouped ai upon respawn. i always join the leader position and i have control over my team until i die. then another AI takes charge. Is there a way i can stay in control of my grouped ai. ive looked all over for something, and have found nothing other than it can be done. I should also tell you ive never edited any files in my mission directory. I'm running cba mod cups mods terrain/vehicles etc. exile, eden enhanced and mcc.
@Feuerex8 жыл бұрын
Well, you certainly won't find much info about that problem in a video about animations. I don't know of any 100% guaranteed, easy and simple way, but I'd probably try MPRespawn eventHandler with selectLeader command. Upon respawning, (have player join the group if needed) make the player a leader of his former group, and bam, you're done. The code would need a couple checks to make sure there's still someone left alive in that group, and of course the pesky MP compatibility issues, to make sure the player and the group are both local to the PC calling the code. init.sqf or somewhere after mission start myGroup = group mySoldier; probably the soldier's init box? mySoldier addEventHandler ["Respawn",{(_this select 0) selectLeader myGroup}]; Writing this off the top of my head, no idea if such code would actually work, maybe yes, maybe not. Either way, what you want is to keep some pointer on the player's original group, and whenever player respawns, make him join the group back and use selectLeader to force him into leading position. I won't help you much past this point, I'm not a fan of multiplayer (and 4 months away from Arma don't help either), but you might get some idea from this. If you don't like coding, then idk maybe there's some other method, or someone over at bohemia interactive forums / armadev discord / armadev subreddit will be more willing to share a working code.
@rayb53918 жыл бұрын
i do appreciate the help. honestly i typed Enhanced Eden for spawning as the leader still. ive found out that its a friendly fire thing. if you crash a heli it counts as friendly fire because of your tickets or some shit goes negative. anyways my fix now is look for a way to disable direct friendly fire for the group. or keep my tickets positive or always at 0 or something i dont know. and i do not know how to script so when you say init.sqf are you saying create a txt file and name it that with that code in the file? and then put file in the missions folder? do i have to type anything into the editor to execute the file?
@Feuerex8 жыл бұрын
I've just done a few minutes of google search, and well, it seems I was kinda close with my code bits in the previous post, only it doesn't need to be so complicated. Inserting this into the player's init box should suffice. this addEventHandler ["Respawn", { _unit = _this select 0; group _unit selectLeader _unit; }]; If you want to try other options available, see www.armaholic.com/forums.php?m=posts&q=31312
@thebushwook1e5 жыл бұрын
now will moded animations work the same as shown here similarly called and used as the base animations
@Feuerex5 жыл бұрын
if any animation is properly added to the game, it will behave the same, yes. They will also appear in the animation viewer.
@jaroslavverner1613 Жыл бұрын
Nice tutorial! Do you know why my animation sequences wont work? If I only 1 I have no issues but if I want to use multiple it gives an error and freezes
@Feuerex Жыл бұрын
I can't know that, please provide what code you use, what animations, and what error you're getting
@jaroslavverner1613 Жыл бұрын
@@Feuerex Thank you very much for replying! I use this as an example:bot1 switchMove "Acts_welcomeOnHUB01_AIWalk";sleep 3.000; bot1 switchMove ""; bot1 switchMove "Acts_welcomeOnHUB01_AIWalk_1"; sleep 5.998; bot1 switchMove ""; bot1 switchMove "Acts_welcomeOnHUB01_AIWalk_2"; etc... but the character just stands and doesnt move
@Feuerex Жыл бұрын
@@jaroslavverner1613 and you place this into the unit's init field, I assume? Or inside a trigger? If yes, using "sleep" in such a way isn't allowed. You must either use a script, or do it like this: _0 = [] spawn {bot1 switchMove "Acts_welcomeOnHUB01_AIWalk";sleep 3.000; bot1 switchMove ""; bot1 switchMove "Acts_welcomeOnHUB01_AIWalk_1"; sleep 5.998; bot1 switchMove ""; bot1 switchMove "Acts_welcomeOnHUB01_AIWalk_2";}
@jaroslavverner1613 Жыл бұрын
@@Feuerex Thank you! so here is the funny thing no animations work in the triggers, I just used bot1 playMove "anim"; bot1 playMove "anim1"...2,3,4,6 in the init box and it is working lol not sure how. The only thing i havent been able to get to work is for instance using an animation like "GetInHelicopterCargoRf1" with a walking animation afterwards. It just skips the Get in animation and starts on the second one
@jaroslavverner1613 Жыл бұрын
@@Feuerex what you just shared actually worked! Animation transition is choppy but works!! I tried using these: "reaper switchMove "Acts_welcomeOnHUB02_PlayerWalk"; reaper switchMove ""; reaper switchMove "Acts_welcomeOnHUB02_PlayerWalk_1" On the trigger box but either nothing happens or it just does the first anim without completing the sequence.
@rafikk23848 жыл бұрын
Hey Feuerex , i'm trying to make Player perform animation as soon as he spawns, i named the player Unit M1 then in the Init filed i put this code M1 Switchmove "Acts_UnconsciousStandUp_part1" but it doesn't work for some reason .... i really want it to work it only works when i execute it from Debug console
@Feuerex8 жыл бұрын
Using the init field doesn't really work, as I believe is stated in the video. You have to use a trigger or a script.
@rafikk23848 жыл бұрын
You actually said it's "highly unreliable" to use it in init filed , i wasn't paying attention at all ,thanks for the answer !
@JoelAustinMack8 жыл бұрын
Once I type the code in and press Local Exec my Player does nothing? I am typing player PlayMove "acts_Kore_TalkingOverRadio_loop";
@Julicopter8 жыл бұрын
i have the same problem
@JoelAustinMack8 жыл бұрын
Rubbellos Rubbellos solution make sure that the unit name matchs for ex. Name is player. Then the code would be , player playMove acts_kore_talking_over_radio(animation might not be spelled right) and the problem at most times is you have to switch between playmove PlayMoveNow switchmove. Alternate between then and you should find the right one.
@Feuerex8 жыл бұрын
This animation does nothing with PlayMove, but works perfectly with SwitchMove. player switchMove "acts_Kore_TalkingOverRadio_loop"; You have probably missed it in the video, I only mentioned it 3 times and then once again on the page with the code examples.
@Julicopter8 жыл бұрын
thanks
@Julicopter8 жыл бұрын
i dont know but Acts_PercMstpSlowWrflDnon_handup2c wont work with playMove and switchMove
@NoviTheProvi7 жыл бұрын
For some reason, the 3den enhanced showed ambient animation the first time, but isn't working anymore. What's goin on?
@imdatduck48897 жыл бұрын
The owner of the mod deleted it. that means you need to type in the animation code instead.
@christoffer36317 жыл бұрын
I've made this Waffen-SS officer squat down in front of a russian prisoner (player), he does do 2 animations in a row, timed perfectly. But the problem is that he will not move on to the "third" waypoint, which is a simple "move" command. WP1) Countdown: 0 On act: ssofc1 playMove "Acts_Executioner_Squat"; WP2) Countdown: 10:033 On act: ssofc1 playMove "Acts_Executioner_Squat_End"; WP3) Countdown: 0 On act: (Idk what to put here, he just wont move. He only keeps the last pose which he got from the animation before) WP = Waypoint Hope u understand how I sat this up
@Feuerex7 жыл бұрын
If a soldier gets stuck in an animation (not uncommon, given how badly the animations are implemented), you can use an empty animation, or a default standing animation, to get them unstuck and able to follow commands again. soldier switchmove "";
@christoffer36317 жыл бұрын
Thank u very much
@nautilusaa8 жыл бұрын
Sweet ! Thanks you, i was looking for more answers about animations, and u finally did it maybe too late i did it by myself ! ^^
@woodonfire74065 жыл бұрын
So... My walking animation for my AI army doesn't work Help?
@R1ski38 жыл бұрын
Good vid. I did download 3den extension but for some reason when I implement a ambient animation the selected character is forced into the ground and cant be moved. Any ideas? it was downloaded from Steam.
@Feuerex8 жыл бұрын
For technical problems with mods, it's better to visit any forum sites related to the mod, find any FAQ or contact the author directly, if possible. I can't really help you.
@lyvchrstian68077 жыл бұрын
hello pleas I want your help I download a lot of animations but I don't know where to place them in the game folder... where I place them pleas heeelp
@zeromatters89726 жыл бұрын
Feuerex.. thank u mate..i hv watched many tutorial vids of yours and learnt many things..keep posting such tutorial
@JayNewyear8 жыл бұрын
I haven't finished the video yet but I'm commenting anyway. When I use the animate feature [I use the 3DEN Enhanced Editor Mod] and I for example want to make someone sit on a bench. I raise the Z[altitude] up and then do the animation so he doesn't sink into the ground, and when i go into the scenario he will be sitting the way i placed him. When i exit the scenario and back into edit mode, he'll sink into the ground. This also happens to me with people facing the wrong way when I use an animate feature on them. How do I fix this ?
@JayNewyear8 жыл бұрын
Basically the people i use the animate feature on reset their altitude or rotation.
@Feuerex8 жыл бұрын
Sounds to me like something about the animated soldier couldn't be properly saved into the 3DEN version of the mission. You might want to browse forums related to 3DEN enhanced or contact the author, vanilla Arma doesn't have this feature at all so I can't help you very much. You can always use the vanilla alternative, BIS_fnc_AmbientAnim, which can select a nearby chair automatically, or switchMove/playMove. If anyone else has a way to fix the issue, feel free to share.
@caldero93498 жыл бұрын
i dont understand.... should i put the sqf file in addons?
@Feuerex8 жыл бұрын
If you haven't worked with sqf scripts before, I can recommend you watching this tutorial on how to properly make one, where to place it and how to work with it: kzbin.info/www/bejne/hWikm2mcl8uSgpI
@caldero93498 жыл бұрын
ok thanks
@usrmtc16013 ай бұрын
Awesome video, how do I get my AI to stay in place they keep moving before animations start
@Feuerex2 ай бұрын
I'd probably start with investigating _why_ they are moving in the first place, it sounds unrelated to animations. Do they try to fall into formation? Do they follow a waypoint? Are they engaging enemies? Do you run mods changing AI behavior? Based on what you find, you can then focus on what needs to be changed to make them behave.
@usrmtc16012 ай бұрын
@@Feuerex I removed Alive mod but AI looks around and sometimes start walking away thanks for reply
@blackburn14896 жыл бұрын
Is there a way to make a unit fire during animations?
@Feuerex6 жыл бұрын
there's an action called "useWeapon", which forces a weapon to shoot, even if the AI doesn't feel like shooting. Beware though, some animations have disabled the use of a weapon through config, and there's no way around it.
@عليجاسم-ص5ر4ث4 жыл бұрын
Hi man can you help me I have download the mod but how I actvet
@anemonespotted1894 жыл бұрын
Did you download it from steam workshop or another site?
@msoleat6 жыл бұрын
Nice video. I have a problem with animation. Smaller animations wont cycle through the hole animation. That waving part just move his arm a little and then back på original position. Lie its timing out or something.
@leemoua94727 жыл бұрын
sucks they removed the animation part on this mod now.
@vorvit977 жыл бұрын
haha yea
@Feuerex7 жыл бұрын
Apparently the animations are coming back as soon as "BIS improves the necessary functions. That could be tomorrow, or never." I don't personally use this mod, but I've seen on the BIS forums that it is possible to manully download a legacy version of the mod with animations still included.
@vorvit977 жыл бұрын
Can u give link? :D
@vorvit977 жыл бұрын
thx!
@ChainsawSquirrel7 жыл бұрын
what .. that sux.. whats the point in the mod then ? lol
@_cno_7 жыл бұрын
How did you go 3rd person in the editor? sorry im new to Arma
@Feuerex7 жыл бұрын
I'm not aware of doing that or I don't understand the question, please provide me with a time-stamp of the moment you are talking about
@beam51463 жыл бұрын
does this work on public zeus?
@littlestoop64787 жыл бұрын
I downloaded Eden Enhanced and the mod is running by itself but i don't have the menu :( help
@Feuerex7 жыл бұрын
Eden Enhanced got rid of the animation menu until the animations are fixed by BIS. See changelog for details. Use a legacy version of the mod (found on the BIS forums) or use a different method.
@greecemilitarypilot7 жыл бұрын
Hi Feurex! First of all i have to thank you for all the great videos that you've made. Second i have a quetion. How can i end an animation script? To be more precice. I put a soldier up to a littlebird with a soldier moving his feets as an animation. The problem is at the landing. when i want from soldier to disembark the soldier still do the animation. Do you have any advice for this?
@Feuerex7 жыл бұрын
could you post the code you're using?
@greecemilitarypilot7 жыл бұрын
Sure! _unit = _this select 0; _animation = _this select 1; while {alive _unit} do { _unit switchMove _animation; waitUntil {animationState _unit != _animation}; }; At the script 0 = [s1, "Acts_HeliCargo_in"] execVM "script.sqf";
@Feuerex7 жыл бұрын
while {alive _unit} do {
@greecemilitarypilot7 жыл бұрын
You are awesome! Thank you very much. I appreciate the quick responce!
@skykid10758 жыл бұрын
How to put mi28 bf3 in arma 3 or 2 please
@ottovonbismarck13757 жыл бұрын
When I load a MP game the AI don't do their given animations.
@oddfalcon45232 жыл бұрын
Does anyone know how to talk in side chat in multiplayer ?
@onurgkblk3 жыл бұрын
how to get other uniforms
@ShadowFlipsy8 жыл бұрын
i cant make em repeat always screw up. I make every unit animation in a new file. your way tends not to make em play the animation CSATsol1 switchmove "Acts_CrouchingFiringLeftRifle01"; sleep 1 WaitUntil {animationState CSATsol1 != "Acts_CrouchingFiringLeftRifle01";
@Feuerex8 жыл бұрын
Your script is wrong. CSATsol1 switchmove "Acts_CrouchingFiringLeftRifle01"; sleep 1; WaitUntil {animationState CSATsol1 != "Acts_CrouchingFiringLeftRifle01"; };
@ShadowFlipsy8 жыл бұрын
still the same "Invalid number in expression" Meh i will try then sync to repeat when a scene is showing the soldier even just a lil bit But tnx anyway might work for some other animations
@1234uchi8 жыл бұрын
Is this usable in Multiplayer/Coop?
@Feuerex8 жыл бұрын
Yes, but you have to make sure the animation plays for all players. I'd probably choose BIS_fnc_MP.
@hk30bgaming875 жыл бұрын
How would you go about doing that? Could you make a tutorial on how to use static poses like those from whiplash in multiplayer servers?
@peterhippo85566 жыл бұрын
I am looking for an animation or a possibility to finish an AI death on the chair? sorry vor my English ;-)
@arad21378 жыл бұрын
HOW DO U GET OUT OF AN Animation
@Feuerex8 жыл бұрын
For switchmove/playmove, use an empty animation to return to default state (mySoldier switchMove "";) For ambientAnim, it's a bit more tricky, you have to call a function BIS_fnc_ambientAnim__terminate (mySoldier call BIS_fnc_ambientAnim__terminate;) note the two underscore characters between ambientAnim and terminate. That should do the trick.
@anemonespotted1894 жыл бұрын
I was working on a coop mission where you retake the island of Stratis. Got the first part done easily, it was just a heli insertion followed by a few tasks. Part 2 is going to be a lot more “in depth”. NATO forces have had the chance to build up a few small outposts and a bigger HQ. I started placing in a bunch of guys sitting in chairs, I had a bunch of stretchers with wounded guys on them, a guy mourning over a body bag, and then a guy trying to repair a power generator. I wanted to test a custom sound I had in there where the mourning guy says something about “why did this happen” and exported it to a multiplayer mission. I didn’t realize it would delete it from my editor. Any way to get it back? Another random note: I started playing the East Wind campaign again and I realized my mission will never measure up to that
@anemonespotted1894 жыл бұрын
Also if anybody replies can I get your opinion on what you think if I didn’t put sound files and just had the AI use text in side chat? I have no idea how to properly use voices
@xrify9407 Жыл бұрын
hey bro, never compare a single-creator piece of work to something that was created by atleast 100 people. A better campaign can be created if you are patient and diligent enough, there really isn't that much in terms of an arma 3 campaign to begin with, so just keep working at it and you'll get there eventually.
@airsoftak78436 жыл бұрын
How to made push up please??
@snakeruben8 жыл бұрын
very nice, but can you used on you on multyplayer to ?????
@alexandrosmirza54058 жыл бұрын
I used to ask him all the time the same thing. The simple answer is "Yes, no, maybe, nothing is certain to work on MP."
@xukrilos8 жыл бұрын
Hey m8, those functions work on MP ?
@Feuerex8 жыл бұрын
Make sure to execute the animation on each client, but yeah they should work.
@xukrilos8 жыл бұрын
Can I add you on steam ?
@Feuerex8 жыл бұрын
Go ahead, although I'm not there very often these days.
@xukrilos8 жыл бұрын
Oh okay. I will just ask here then. Can I create a trigger to exec the animations on every client or I need to use the BIS_fnc_MP ? I am having trouble to understand bis_fnc_mp :/
@Feuerex8 жыл бұрын
Trigger might do the job, but it has its own problems and limitations, so BIS_fnc_mp or *remoteExec* would be a very good choice. If you aren't in a hurry, investing some time into reading about these and doing some testing in-game would be worth it, especially if you plan to continue creating MP missions. I don't have any tutorials for it and generally don't really care much about multiplayer related commands, but the rest of the internet has got you covered.
@lander40487 жыл бұрын
why animation do 3sec i want ai do 5minutes this action
@lebronimad99417 жыл бұрын
Bonjour.... I need your help please ......I want to create a mission with limited zone of play so i want to make any unit (Blufor and Opfor) outside this zone will be killed automatically Sorry my english is not so good and thank you for your Tuto ^^
@Feuerex7 жыл бұрын
I don't understand how that's in any way related to animations. But looking past that, I spent a minute on google, and it seems like this was discussed plenty of times already. forums.bistudio.com/forums/topic/139665-zone-restriction/ forums.bistudio.com/forums/topic/58161-kill-player-outside-of-trigger/ steamcommunity.com/app/107410/discussions/18/135511655653404966/ steamcommunity.com/app/107410/discussions/0/135508662497565632/ forums.bistudio.com/forums/topic/185329-out-of-bounds-trigger-when-not-present/ www.reddit.com/r/arma/comments/3v96jr/help_on_zone_restriction_module_in_multiplayer/
@samweston22767 жыл бұрын
THIS IS SOOO USEFUL! THANK YOU SO MUCH
@Jakalz7 жыл бұрын
Simple and easy to understand, thanks man :)
@subjectc75054 жыл бұрын
Dancing is what I think of u! 🎶
@JCBTTV8 жыл бұрын
Are you still answering questions?
@Feuerex8 жыл бұрын
I'm still here, answering everything I know the answer to.
@JCBTTV8 жыл бұрын
Feuerex Hey, sorry for the late reply. I have small mission setup with some animated units around a crash site, However the animations don't work on an actual multiplayer server. When testing in singleplayer, all the animations play. When testing ALONE in multiplayer they work, but if anyone is in the server some animations work and some don't and it seems random what works each restart
@Feuerex8 жыл бұрын
Animations used with switchMove have _local_ effects, so they are only played on the server, while playMove effects are _global_ and should play on all computers. You may need to make sure the command is executed on each client by using remoteExec or bis_fnc_mp. I'm not sure about the bis_fnc_ambientAnim right now, it may include some lines of code to make sure the animations are played properly in MP - if not, the same fix as above will be required.
@JCBTTV8 жыл бұрын
Feuerex I will try that thank you!
@JCBTTV8 жыл бұрын
+Feuerex I just cannot seem to get these animations to work on Multiplayer, Could you possibly do an animation tutorial specifically for Multiplayer. My animations still just seem to be random on which work and which don't.
@zombieswarfarechannel78004 жыл бұрын
Thanks for this video, really help!
@zer0xfdeveloper3526 жыл бұрын
I do not have "Object: Ambient animation" in the editor, did you use any mods or not?
@06tr06ankara067 жыл бұрын
WHİCH MODS ARE U LOADED BRO?
@Feuerex7 жыл бұрын
Please, CAPSLOCK isn't necessary. The only mod, used for the first 1/4 of the video, is Eden Enhanced. steamcommunity.com/sharedfiles/filedetails/?id=623475643 No other mods were used.
@asokfoekf98933 жыл бұрын
한글 자막있어서 다행이다.
@CaptNemo_3 жыл бұрын
wish someone could make a dancing mod that would work in koth servers
@Alashiva7 жыл бұрын
Thank you for teaching, Sensei!
@einstein2556 жыл бұрын
cant find repair
@theSINGLOT7 жыл бұрын
Hello, excuse my bad English, my native language is Spanish and I use a translator. Very good tutorial but ...Is it possible that you activate the subtitle option? My english is very bad, but that option would help me with youtube automatic translation. Thank you very much and receive my congratulations for the tutorial
@Feuerex7 жыл бұрын
uhh, sure. I don't know how to do that. I clicked on something, let me know if it helped.
@theSINGLOT7 жыл бұрын
okay. Let's see if you explain it xd From video manager/ edit. you will see an option called CC. Click on it. Now click in ADD NEW SUB and choose the option (English), that will make the video have subtitled AUTOMATIC, are not very good but help to later translate with youtube to Spanish jajajaj thanks
@Feuerex7 жыл бұрын
okay, sure. I haven't found the automatic machine translation option, but I added my own subtitles - the text I was reading when I was making the video. English subtitles should be available now. I've also enabled viewers to add their own translations to other languages (unlikely, but one never knows) I can send you the whole video script through email, if you want to translate it to any other language. It's 6 pages of text.
@theSINGLOT7 жыл бұрын
I'll try, but there are many lines of translation for my lol. singlop@gmail.com Thank you very much for activating the subtitles
@anandaalayahaikal33096 жыл бұрын
How you get simple dropdown animation menu ?
@dhgfffhcdujhv56435 жыл бұрын
Game is out at 2013 ... Same scripts were used in arma 2 and previous version. YOU STILL CANT MOUNT WEAPON ON SHOULDER IN VANILA. YET there is animation for it ... Still cant climb over fences, rooftops, windows, any thing thats higher than knees. Even thow there are mods like Enhanced Movement easily utilising animations already in the game.... There is a MOCAP mod ...... Mele Combat mod ..... Using animations from the game .... WTF bohenia ?!?!?!?!?!?!?! Oh yeah. Reasons - DayZ, and shitty ass DLC for profit.
@skywalker24077 жыл бұрын
best tutorial about the subject
@deafmadgamersparanormalmic45913 жыл бұрын
At least my version is different then your. I don’t have animation act for ai. Every time I look nothing compare to your.
@thomaspribitzer53733 жыл бұрын
very helpful. thank you!
@h-simougaming26926 жыл бұрын
The Worst Intro No it is The Beeeeeest Intro better then any other one