Page MenuHomeFeedback Tracker

[Feature Request] Forcing object animation
New, NormalPublic

Description

The animations of some objects cannot be changed using the animate command, even if they're simple objects or their simulation is disabled.
For example, when I spawn a wind turbine (Land_wpp_Turbine_V2_F), it keeps rotating with time and I can't force it to spin the way I want.

Would it be possible to force it somehow? In other words, ignore the animation source and treat it as "user"?

For example, using an optional bool at the end of the animate command args?

object animate ["animName", phase, coef, forced]

It's ok if the effect is temporary (only lasts a frame and changes by the game in the next frame). I just want the animation to actually change.

For example with wind turbines, the following code should return true (it currently doesn't):

_turbine = createSimpleObject ["\A3\Structures_F\Ind\WindPowerPlant\wpp_Turbine_V2_F.p3d", [0,0,0]];
_animPhase = random 1;
_turbine animate ["mxlprop", _animPhase, true];
_turbine animationPhase "mxlprop" == _animPhase

Details

Severity
Feature
Resolution
Open
Reproducibility
N/A
Operating System
Windows 10 x64
Category
Scripting

Event Timeline

Leopard20 updated the task description. (Show Details)May 20 2022, 5:48 PM
Leopard20 updated the task description. (Show Details)May 20 2022, 5:53 PM
Leopard20 updated the task description. (Show Details)May 20 2022, 5:56 PM
Leopard20 renamed this task from [Feature Request] Focing object animation to [Feature Request] Forcing object animation.
Leopard20 updated the task description. (Show Details)May 20 2022, 5:58 PM
Leopard20 updated the task description. (Show Details)May 20 2022, 6:28 PM
h- added a subscriber: h-.May 22 2022, 7:58 AM

Having this would be awesome, another one is "[Feature Request] Forcing unit ragdoll despite it is playing an animation". You know when a unit playing a custom animation gets shot and killed but he still plays the animation even thou it is already dead.

Leopard20 added a comment.EditedMay 23 2022, 10:42 AM

Having this would be awesome, another one is "[Feature Request] Forcing unit ragdoll despite it is playing an animation". You know when a unit playing a custom animation gets shot and killed but he still plays the animation even thou it is already dead.

That's related to poor animation setup. It's not a game bug. Whoever made the animation can fix it themselves.

Leopard20 updated the task description. (Show Details)May 23 2022, 6:59 PM

Having this would be awesome, another one is "[Feature Request] Forcing unit ragdoll despite it is playing an animation". You know when a unit playing a custom animation gets shot and killed but he still plays the animation even thou it is already dead.

That's related to poor animation setup. It's not a game bug. Whoever made the animation can fix it themselves.

It is the default BIS animations, for example "Acts_CrouchingCoveringRifle01":

[_flashBangVictim,"Acts_CrouchingCoveringRifle01"]remoteExec["switchMove",0,true];

If the Ai unit is killed before the the animation is done then it will just continue playing the animation as if it was alive.
To prevent this you need to add a MPKilled EH with "_unit switchMove "";" (No need to remote exec this time because MPKilled runs on all clients.

It is weird that a "Killed" event doesn't just over ride all and any animation the unit is playing at the moment and just goes into ragdoll like any other game.

Having this would be awesome, another one is "[Feature Request] Forcing unit ragdoll despite it is playing an animation". You know when a unit playing a custom animation gets shot and killed but he still plays the animation even thou it is already dead.

That's related to poor animation setup. It's not a game bug. Whoever made the animation can fix it themselves.

It is the default BIS animations, for example "Acts_CrouchingCoveringRifle01":

[_flashBangVictim,"Acts_CrouchingCoveringRifle01"]remoteExec["switchMove",0,true];

If the Ai unit is killed before the the animation is done then it will just continue playing the animation as if it was alive.
To prevent this you need to add a MPKilled EH with "_unit switchMove "";" (No need to remote exec this time because MPKilled runs on all clients.

It is weird that a "Killed" event doesn't just over ride all and any animation the unit is playing at the moment and just goes into ragdoll like any other game.

Just because it's a BIS animation doesn't mean it can't be buggy. And it is. All animations must interpolate to "Unconscious" to trigger ragdoll when unit it dead. That animation doesn't.

Anyway, that's not the point of my ticket at all. Unit animation != Object animation.