Have spent the past week looking for a way to make an animation that is executed on a player and/or target to be seen by others on the server. I know that bis_fnc_mp is the 'regular' way to do this... however its disabled by epoch.
Came across the Epoch_server_handle_switchMove.sqf in the epoch serverfiles and noticed that it sends an animation to players around it.
private["_range","_move","_nearBy","_target"];
_target=_this select 0;
if !([_target,_this select 2]call EPOCH_server_getPToken)exitWith{};
_range=0;
_move="";
switch(_this select 1)do{case 1:{_range=1000;
_move="AovrPercMrunSrasWrflDf";
};
case 2:{_range=1000;
_move="epoch_unarmed_jump";
};
};
if(_range > 0 && _move !="")then{_nearBy=(getPosATL _target)nearEntities[["Epoch_Male_F","Epoch_Female_F"],_range];
{[["switchMove",[_target,_move]],(owner _x)]call EPOCH_sendPublicVariableClient;
}forEach(_nearBy-[_target]);
};
having a brain fade and cannot seem to figure out a way to use this principle....
example I have both a _target and player that have animations executed on them. the animations are dependant on specific conditions that are passed to a variable and the animations are then executed by:
player switchMove _unitActionName; _target switchMove _preyActionName;
This of course will only be seen locally for the player. Its making this visible by other players thats the hard part...
I know the key must be in here.... its just getting everything in the right order....
if(_range > 0 && _move !="")then{_nearBy=(getPosATL _target)nearEntities[["Epoch_Male_F","Epoch_Female_F"],_range];
{[["switchMove",[_target,_move]],(owner _x)]call EPOCH_sendPublicVariableClient;
happyd

