This is how to seamlessly play multiple animations back to back. Example: playing a traffic checkpoint where the soldier waves you on. There are 3 animations in this series namely: Acts_ShowingTheRightWay_in (1.799 secs) Acts_ShowingTheRightWay_loop (1.832 secs) Acts_ShowingTheRightWay_out (1.9 secs) Anim times are shown in the anim viewer. (trigger this in editor - [] call BIS_fnc_animViewer) 1) Drop down any AI rifleman that will play the anim and name it 'trafficman'. Put this in the rifleman's init field: this setBehaviour "CARELESS" 2) Create 3 triggers one for each animation and change the trigger condition to true in each case so they fire automatically. 3) On the first trigger in the init field place this: trafficman playmove "Acts_ShowingTheRightWay_in"; 4) On the second trigger put a 1.799 countdown in min mid and max. Then in the init field put: trafficman playmove "Acts_ShowingTheRightWay_loop"; 5) On the third trigger put a countdown of 10.959 and init: trafficman playmove "Acts_ShowingTheRightWay_out"; trafficman disableAI "Anim"; The countdown for the 3rd trigger is the total of the first anim and 5 x the looped time of the second animation. Obviously if you want this sequence to only happen if the player drives up to the checkpoint then set trigger activation from true to something else like Blufor present and in trigger condition: this && vehicle player in thislist and set a radius for the trigger area. If you want him to move somewhere after the anim then on the third trigger's init at the end add: trafficman domove getmarkerpos "somemarkername"; As mentioned by Wabuser not all animations can be played and triggered sequentially like this. Also trigger state is checked about every 0.5 secs - so this can lead to slight timing issues. To be more precise use a script.
Easy way to get AI to sit in a chair (e.g. Empty>Object Camping>Camping Chair): After placing a player object - drop in a chair. Then place a NPC (AI) over the chair and in its init put: [this,"SIT"] call BIS_fnc_ambientAnim; He will stay seated using this command - no matter what and will not respond to enemy. Which is rather annoying. So it's really only useful for ambient purposes (as the fnc name implies). You can switch him out of this state using: [unit,""] call BIS_fnc_ambientAnim__terminate; but that doesn't smoothly transition - it just switches the anim state to standing. There is no equivalent anim in BIS_fnc_ambientAnimCombat unfortunately - the closest being "SIT_LOW" which is sitting on the ground with a weapon. BIS_fnc_ambientAnimCombat does allow the AI to automatically switch out of the anim when enemy detected. So for now until BIS fixes this you will have to use the playmove alternative. man setBehaviour "SAFE"; man switchMove "InBaseMoves_SittingRifle2"; man disableAI "anim"; man attachTo [chair,[0,0.1,-0.45]]; man setDir 180, then use a trigger to make him wake up using: man enableAI "ANIM"; and man switchmove ""; and a: man setBehaviour "aware".
Some other simple animation solutions which will allow the enemy to move to attack position fluidly - if it senses an enemy: Put the last bit into units init box: Lean against building: [this,"LEAN"] call BIS_fnc_ambientAnimCombat; Guard - weapon down: [this,"WATCH"] call BIS_fnc_ambientAnimCombat; Sit on floor: [this,"SIT_LOW"] call BIS_fnc_ambientAnimCombat; If you don't want them to switch out of the animations use call BIS_fnc_ambientAnim instead of BIS_fnc_ambientAnimCombat.
Very good video mate. Can I ask you to make a tutorial showing us how to set up a vehicle check point with these animations & how to get a AI to call a chopper to land like they did in the campaign? Is it possible to give AI wps with animations? Please keep videos like this coming mate. Thank you for sharing it with us
awesome vid mate. Really helping me progress through my mission :) I encountered this bug earlier which was pretty funny: I had a convoy lined up and disabled there "MOVE". I placed a light infantry unit down and gave him the GUARD animation but I decided to remove his vest. However when I removed his vest the vehicle to the rear of the convoy decided to drive up to him?!?! lmao
Thanks for the reply mate. I meant way points by the way. I will be making a sniper mission soon & as I was watching your vids, my head begun to buzz with ideas. What I'm thinking about is setting up a target area that we watch & await our target. In the target area will be AI playing a few animations for eye candy. Might even get the HVT doing some maybe. We will be landing at a secured LZ & that's what I wanted the guy to call us in to land then I wanted him to go back to his squad. I've not checked yet but I wander if it's possible to animate the AI throwing smoke as the chopper approaches? Looking forward to more of your arma 3 tutorials mate
no probs.. yes animation can be set up by waypoints just put in the command on the activation of the waypoint. but i think this will only work for the "[name, "insert animation command", :ASIS"] call BIS_fnc_ambientanim;" type of animation not sure. for the animation viewer command it always works with trigger so i stick to that. yes thare is trow animation for ai unfortunately what the 1 i found is split unto 3 parts "name switchmove "AwopPercMstpSgthWpstDnon_Part2"; name switchmove "AwopPercMstpSgthWpstDnon_Part3"; name switchmove "AwopPercMstpSgthWpstDnon_Part4"; so a bit more complicated.. u will need to spawn in the smoke after the trow animation. or thare might be an actual script command to get ai to trow smoke i still havent found it sorry. another thing is ai is invincible when in animation. but u can always script kill them "this setdamage 1" sorry if im not being much of a help been busy with work. and im currently working on another video. but ill get to making more animation tutorials. cheers! :)
Ive finished the video I was working on.. ill be working on checkpiont tutorial and ill try to learn the scripts for it.. in the meantime checkout my latest "top gun arma 3 parody" cheers! :)
I'm trying to have an enemy engineer in my mission do the tire fix animation but also have a trigger(s) that makes so if you get too close to him, or if someone else detects you, he'll stop doing the animation and be able to shoot. Do you how this could be done?
+Pixel Dispatch ahhhh nevermind, ive only just saw the small print in the description saying its - "Battle Los Angeles Hymn" by Brian Tyler ( • ) And omg ive just realized its from battle los Angeles. now i remember it XD
hey i got the animations to work, but now i can't move the units to the spot i want them to be in. once they have an animation to their name are they binded to that particular spot you spawned them in? please help/
hi abuser.wow! i love it.can u pls teach me how to have that application so that i will be able to try if i know how to animate?..keep up the good work..i love you.
Hi mate, I would like to use the animation that calls in a chopper like in the campaign but I'm finding it far to short. Is there a way to make them longer? I want it to stop once my bird is on the ground. Cheers mate
hi! quick solution to that is if ur landing a chopper and u want the ai to detect the chopper and activate the animation. is hide a civilian in chopper and in trigger put in activation: civilian, condition: this, trigger "name switchmove "Acts_NavigatingChopper_In";"(this animation will continue in a loop) then setup another trigger that starts at any time you want u can set the time at "min mid max" lets say just put in 9 for each so it this trigger will start 9 secs. after the civilian has entered the trigger diameter "name switchmove "Acts_NavigatingChopper_Out";"(this will complete and end the animation) hope that helps.
there is an animation that the soldier orders another soldier to go and check... So, you have to use this animation and time it with the animation and/or movement on the other soldier so it will be synced!
i am probably a real beginner with animations on arma but im really stuck with using the trigger correctly. when you used the waving anim i wanted to use another waving anim for stopping a car and then let it get seached but i cant figure out how i can start the animation just when the car moves closer not when im 2 km away from it could anyone help me out?
Hey man...i am trying to figure out ho can i get the carring animation to work...i want to combine 4 animations..2 AI`s one carring other being carried and then like they get shoot and person being carried he fall and person who was carring fall down on ground :) i hope you understand me and know what i think :)
Hi! yes I understand what u mean.. frankly that is really complicated and beyond my capabilities atm.. but ill do my research and if im able to get that to work ill make a tutorial on it.. ill keep u posted :)
ive managed to get the animation working using waypoints mate. When i follow your trigger method my anims dont play. Im suing the playmove way like you. im looking at a briefing that starts when i enter the trigger mate.
Hi umm... i hope you can help me: when i copy and paste animations from the functions viewer, a lot of them just don't work. I get the messgae BIS_fnc_AmbientAnimgetParams animation set not recognized and the AI just stands still. Any idea how to solve that?
Everything works up to the point I am actually in control of the camera. I can move around using A, W, S, and D but as soon as I click RMB to point the camera a certain direction it reverts back to the unit and I lose camera view. Any idea why I can't turn the camera?
1st song is from soundtrack of the battle of la and the second one is from another composer of in youtube ive asked permission from.. details of his channel in the description
hi! it should work some animations work with "playmove" command while others "switchmove" dont forget to name the unit aswell triggers are the best way in my opinion. i have another video tutorial check it out hope it helps :)
Ive read somewhere that while in animation, the ai cant be killed but i forgot the code we put in the init to allow us to kill them. can anyone jog my memory please? cheers
u can set the elevation for the ai in the editor... though some animation has that as a part of animation e.g climbing ladders or sitting on a high crate ect.
its not work :( by: [name, "ANIMATION NAME", "ASIS"] call BIS_fnc_ambientanim; arma say: animation set not recognized! . and by: name playmove "ANIMATION NAME" nothing happand.
Very good video mate. Can I ask you to make a tutorial showing us how to set up a vehicle check point with these animations & how to get a AI to call a chopper to land like they did in the campaign? Is it possible to give AI wps with animations? Please keep videos like this coming mate. Thank you for sharing it with us
thanks man! yes its simple insert a unit give him a name and insert a trigger set it to true and put this inactivation "name playmove"Acts_NavigatingChopper_Loop";" should work u can see animation list in the animation viewer. wat u mean by "wps" weapons?
This is how to seamlessly play multiple animations back to back. Example: playing a traffic checkpoint where the soldier waves you on. There are 3 animations in this series namely:
Acts_ShowingTheRightWay_in (1.799 secs)
Acts_ShowingTheRightWay_loop (1.832 secs)
Acts_ShowingTheRightWay_out (1.9 secs)
Anim times are shown in the anim viewer. (trigger this in editor - [] call BIS_fnc_animViewer)
1) Drop down any AI rifleman that will play the anim and name it 'trafficman'. Put this in the rifleman's init field: this setBehaviour "CARELESS"
2) Create 3 triggers one for each animation and change the trigger condition to true in each case so they fire automatically.
3) On the first trigger in the init field place this: trafficman playmove "Acts_ShowingTheRightWay_in";
4) On the second trigger put a 1.799 countdown in min mid and max. Then in the init field put: trafficman playmove "Acts_ShowingTheRightWay_loop";
5) On the third trigger put a countdown of 10.959 and init: trafficman playmove "Acts_ShowingTheRightWay_out"; trafficman disableAI "Anim";
The countdown for the 3rd trigger is the total of the first anim and 5 x the looped time of the second animation.
Obviously if you want this sequence to only happen if the player drives up to the checkpoint then set trigger activation from true to something else like Blufor present and in trigger condition: this && vehicle player in thislist and set a radius
for the trigger area.
If you want him to move somewhere after the anim then on the third trigger's init at the end add: trafficman domove getmarkerpos "somemarkername";
As mentioned by Wabuser not all animations can be played and triggered sequentially like this. Also trigger state is checked about every 0.5 secs - so this can lead to slight timing issues. To be more precise use a script.
thanks man appreciate that
Awesome video. Helped me out a lot. The music is really serene lol
SHIT, I used hours to figure this one out, you just became god in my eyes
lol i know the feeling.. this one took me days of trial and error glad i saved u time. cheers!
I just love good Arma 3 editor tutorials. This is a good one. Thanks a lot for taking the trouble to make it and share it with us.
Easy way to get AI to sit in a chair (e.g. Empty>Object Camping>Camping Chair): After placing a player object - drop in a chair. Then place a NPC (AI) over the chair and in its init put: [this,"SIT"] call BIS_fnc_ambientAnim; He will stay seated using this command - no matter what and will not respond to enemy. Which is rather annoying. So it's really only useful for ambient purposes (as the fnc name implies). You can switch him out of this state using: [unit,""] call BIS_fnc_ambientAnim__terminate; but that doesn't smoothly transition - it just switches the anim state to standing.
There is no equivalent anim in BIS_fnc_ambientAnimCombat unfortunately - the closest being "SIT_LOW" which is sitting on the ground with a weapon. BIS_fnc_ambientAnimCombat does allow the AI to automatically switch out of the anim when enemy detected. So for now until BIS fixes this you will have to use the playmove alternative. man setBehaviour "SAFE"; man switchMove "InBaseMoves_SittingRifle2"; man disableAI "anim"; man attachTo [chair,[0,0.1,-0.45]]; man setDir 180, then use a trigger to make him wake up using: man enableAI "ANIM"; and man switchmove ""; and a: man setBehaviour "aware".
The ending reminds me of Teletubbies when the sun goes down :D
Some other simple animation solutions which will allow the enemy to move to attack position fluidly - if it senses an enemy:
Put the last bit into units init box:
Lean against building: [this,"LEAN"] call BIS_fnc_ambientAnimCombat;
Guard - weapon down: [this,"WATCH"] call BIS_fnc_ambientAnimCombat;
Sit on floor: [this,"SIT_LOW"] call BIS_fnc_ambientAnimCombat;
If you don't want them to switch out of the animations use call BIS_fnc_ambientAnim instead of BIS_fnc_ambientAnimCombat.
This tutorial is perfect!
Nice Tutorial! :D
WOAH! You have 141 subs? You deserve millions, man!
I didn't know we have such thing called Animation Viewer!!! Nice to know that now. thanks
How to loop repeat the longer animations?, if there`s a way?
Very good video mate. Can I ask you to make a tutorial showing us how to set up a vehicle check point with these animations & how to get a AI to call a chopper to land like they did in the campaign? Is it possible to give AI wps with animations? Please keep videos like this coming mate. Thank you for sharing it with us
Awesome thanks my man! :)
awesome vid mate. Really helping me progress through my mission :) I encountered this bug earlier which was pretty funny: I had a convoy lined up and disabled there "MOVE". I placed a light infantry unit down and gave him the GUARD animation but I decided to remove his vest. However when I removed his vest the vehicle to the rear of the convoy decided to drive up to him?!?! lmao
thanks! glad you found this useful. lol yeah some funny bugs in arma 3 use to be alot more when it was in alpha.
Thanks a lot man!!!
This really really helped thanks alot
Btw if i want to loop an animation?
Great video mate, worked like a charm :D :D :D
freaking amazing videoooooooooooooooooo dude this is going to help me alot and you explained it very well 1000 thanks : )
thanks man glad that helps! means alot for me :)
Thanks for the reply mate. I meant way points by the way. I will be making a sniper mission soon & as I was watching your vids, my head begun to buzz with ideas. What I'm thinking about is setting up a target area that we watch & await our target. In the target area will be AI playing a few animations for eye candy. Might even get the HVT doing some maybe. We will be landing at a secured LZ & that's what I wanted the guy to call us in to land then I wanted him to go back to his squad. I've not checked yet but I wander if it's possible to animate the AI throwing smoke as the chopper approaches? Looking forward to more of your arma 3 tutorials mate
no probs.. yes animation can be set up by waypoints just put in the command on the activation of the waypoint. but i think this will only work for the "[name, "insert animation command", :ASIS"] call BIS_fnc_ambientanim;" type of animation not sure. for the animation viewer command it always works with trigger so i stick to that. yes thare is trow animation for ai unfortunately what the 1 i found is split unto 3 parts "name switchmove "AwopPercMstpSgthWpstDnon_Part2"; name switchmove "AwopPercMstpSgthWpstDnon_Part3"; name switchmove "AwopPercMstpSgthWpstDnon_Part4"; so a bit more complicated.. u will need to spawn in the smoke after the trow animation. or thare might be an actual script command to get ai to trow smoke i still havent found it sorry. another thing is ai is invincible when in animation. but u can always script kill them "this setdamage 1" sorry if im not being much of a help been busy with work. and im currently working on another video. but ill get to making more animation tutorials. cheers! :)
Ive finished the video I was working on.. ill be working on checkpiont tutorial and ill try to learn the scripts for it.. in the meantime checkout my latest "top gun arma 3 parody" cheers! :)
I'm trying to have an enemy engineer in my mission do the tire fix animation but also have a trigger(s) that makes so if you get too close to him, or if someone else detects you, he'll stop doing the animation and be able to shoot. Do you how this could be done?
Awesome help bro!
Hey Mate, Whats the launch animation for the flight crew on the USS Nimitz?
omg so very much thank you man this is easy
No worries! glad you found this helpful :)
It Works !!
Nice vid wife its heavy btw and I haven't been on because my broke
thanks heavy! yeah same here been bz with work and editing.. cheers mate!
*****
ctrl c & ctrl v
Is there a way to change what gear the AI is using, i want to place mod gear on the AI for a trailer.
Do these animations work in MP as well?
Can you set them up to do that while you are playing as a character
also how can i create a police checkpoint that will work everytime a vehicle comes through?
Good Job bro
can you make a tutorial about that just as "zeus" ???
what is the actual name of the intro song, do you have the song name pls?
+Pixel Dispatch ahhhh nevermind, ive only just saw the small print in the description saying its - "Battle Los Angeles Hymn" by Brian Tyler ( • )
And omg ive just realized its from battle los Angeles. now i remember it XD
How do i make the animations loop?
great video tnx
hey i got the animations to work, but now i can't move the units to the spot i want them to be in. once they have an animation to their name are they binded to that particular spot you spawned them in? please help/
hi abuser.wow! i love it.can u pls teach me how to have that application so that i will be able to try if i know how to animate?..keep up the good work..i love you.
How do i make it so the AI reacts to enemy contact?
Hi mate, I would like to use the animation that calls in a chopper like in the campaign but I'm finding it far to short. Is there a way to make them longer? I want it to stop once my bird is on the ground. Cheers mate
hi! quick solution to that is if ur landing a chopper and u want the ai to detect the chopper and activate the animation. is hide a civilian in chopper and in trigger put in activation: civilian, condition: this, trigger "name switchmove "Acts_NavigatingChopper_In";"(this animation will continue in a loop) then setup another trigger that starts at any time you want u can set the time at "min mid max" lets say just put in 9 for each so it this trigger will start 9 secs. after the civilian has entered the trigger diameter "name switchmove "Acts_NavigatingChopper_Out";"(this will complete and end the animation) hope that helps.
How do i make some one sit. on a table. Please reply with the commands
How do you animate a checkpoint? so the AI order the other AI to check like in your intro? Please answer!
there is an animation that the soldier orders another soldier to go and check... So, you have to use this animation and time it with the animation and/or movement on the other soldier so it will be synced!
i am probably a real beginner with animations on arma but im really stuck with using the trigger correctly.
when you used the waving anim i wanted to use another waving anim for stopping a car and then let it get seached but i cant figure out how i can start the animation just when the car moves closer not when im 2 km away from it could anyone help me out?
Hey man...i am trying to figure out ho can i get the carring animation to work...i want to combine 4 animations..2 AI`s one carring other being carried and then like they get shoot and person being carried he fall and person who was carring fall down on ground :) i hope you understand me and know what i think :)
Hi! yes I understand what u mean.. frankly that is really complicated and beyond my capabilities atm.. but ill do my research and if im able to get that to work ill make a tutorial on it.. ill keep u posted :)
W Abuser Thank you man..i am trying to figure out that thing too if i find out how i will pass it to you.
thxs for the help you are brilliant man
I feel more educated. Please make more!
lol sure thing! :)
song of the intro ?
ive managed to get the animation working using waypoints mate. When i follow your trigger method my anims dont play. Im suing the playmove way like you. im looking at a briefing that starts when i enter the trigger mate.
ok no worries ill make 1 its simple.. it will be up soon
some animations work only with "switchmove" dont use "playmove" this is W Abuser
i am editing the video now should be ready in an hour or 2
hi! ok Ive done the tutorial checkout my latest video. or search "how to animate ai in arma 3 navigating chopper for landing" cheers!
Hi umm... i hope you can help me:
when i copy and paste animations from the functions viewer, a lot of them just don't work. I get the messgae BIS_fnc_AmbientAnimgetParams animation set not recognized and the AI just stands still. Any idea how to solve that?
good
thanks man :)
Any animation that I copy of the animation viewer has no effect on a character. Can anyone help?
I really need ur help,i want use this in multiplayer,but in this way some times work and sometimes not?u know y??
hi! some animation works with "switchmove" command and some with "playmove" just have to try which one works.
Is there a way to do this with the breaking point mod?
Everything works up to the point I am actually in control of the camera. I can move around using A, W, S, and D but as soon as I click RMB to point the camera a certain direction it reverts back to the unit and I lose camera view. Any idea why I can't turn the camera?
+The Phoenix No just hit * (numpad) to unlock the mouse...
+The Phoenix && +XxKidnoffxX
Thanks, all your advice worked!
You know that the Animation (Control Vehicle) is buggy because the Soldier is walking UP, like on a small hill or somehting? ^^
how do you get 1 ai unit to do multiple animations in an order?
u can delay the next animation with the timer "min, mid and max" its in my other tutorial video :)
work this on dedicatet server ?
What name of the song in intro ?
nice tutorial but what is the name song?
1st song is from soundtrack of the battle of la and the second one is from another composer of in youtube ive asked permission from.. details of his channel in the description
Ehy bro i tried with triggers but nothing happens can u help me:/ or at least gimme some other way to do it
hi! it should work some animations work with "playmove" command while others "switchmove" dont forget to name the unit aswell triggers are the best way in my opinion. i have another video tutorial check it out hope it helps :)
That video you talk about is blocked in the UK mate. I can't watch it
:( damn that sux..
i wished i could do this with in Zeus
+Military Munk You can in eden editor! Change you arma 3 to development mode in betas, and then click 3D editor in editor
alright thanks
Ive read somewhere that while in animation, the ai cant be killed but i forgot the code we put in the init to allow us to kill them. can anyone jog my memory please? cheers
"this setDamage 1" but that is a script kill though probably not what ur looking for
why do my guys on my animation float like 1/2 a meter up?
u can set the elevation for the ai in the editor... though some animation has that as a part of animation e.g climbing ladders or sitting on a high crate ect.
well i did the inspecting vehicle type animation and as he walks he raises up in the air and as he wakes back again he lowers down
I get "type array get nothing"
Not all animations do: (
Sorry for my english
its not work :(
by: [name, "ANIMATION NAME", "ASIS"] call BIS_fnc_ambientanim;
arma say: animation set not recognized! .
and by: name playmove "ANIMATION NAME"
nothing happand.
Animation set not recognised
npc is invisable :/
Doesn't work.
+iGame360fficial Yeah, it appears this a tad outdated.
+iGame360fficial it works fine. (for me at least.)
Supposed to look more like this now ( [man1,"GUARD"] call BIS_fnc_ambientAnim; )
Lol his name wife abuser? Suspisy
Very good video mate. Can I ask you to make a tutorial showing us how to set up a vehicle check point with these animations & how to get a AI to call a chopper to land like they did in the campaign? Is it possible to give AI wps with animations? Please keep videos like this coming mate. Thank you for sharing it with us
thanks man! yes its simple insert a unit give him a name and insert a trigger set it to true and put this inactivation "name playmove"Acts_NavigatingChopper_Loop";" should work u can see animation list in the animation viewer. wat u mean by "wps" weapons?