Stollenwerk Posted April 15, 2014 Report Share Posted April 15, 2014 As you know all vendors are standing without any movement and aiming their weapons. I would like to change this to lower their weapons and they should wobble also a bit. It's possible somehow, I saw this on a server around. I guess I would have to change this in the mission.sqf for my map. Referring to this section as example: _this = createAgent ["US_Delta_Force_AR_EP1", [24768.969, 21744.072, 3.0517578e-005], [], 0, "CAN_COLLIDE"]; _unit_51 = _this; _this setDir -107.46156; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this enableAI "ANIM"; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; "; _this setUnitAbility 0.60000002; _this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this enableAI "ANIM"; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation false;}; Would this be correct as shown above? _this enableAI "ANIM" ? Link to comment Share on other sites More sharing options...
0 MassAsster Posted April 15, 2014 Report Share Posted April 15, 2014 I wonder if there isn't some sort of "idle" animation that could just set up triggers when a player is near and do a unitName playMove moveName https://community.bistudio.com/wiki/playMove then reset them back to the locked state. Not saying it would work, but it's a thought. Link to comment Share on other sites More sharing options...
0 insertcoins Posted April 15, 2014 Report Share Posted April 15, 2014 DON'T STOP MOVING BABY OOH THAT BOOTY DRIVES ME CRAZY WIGGLE WIGGLE Good idea btw, I like it. Link to comment Share on other sites More sharing options...
0 Stollenwerk Posted April 17, 2014 Author Report Share Posted April 17, 2014 https://community.bistudio.com/wiki/playMove A command rSwitchMove combined with aidlpercmstpsraswrfldnon_idlesteady01n (Standing idle, weapon lowered at waist) (found that here: https://community.bistudio.com/wiki/ArmA2:_Moves ) could work maybe. But I have no clue how to add this to the mission.sqf above. :huh: Link to comment Share on other sites More sharing options...
0 Stollenwerk Posted April 24, 2014 Author Report Share Posted April 24, 2014 No help on this? :rolleyes: Link to comment Share on other sites More sharing options...
0 Gr8 Posted May 21, 2014 Report Share Posted May 21, 2014 bump, anybody knows how to do this? Link to comment Share on other sites More sharing options...
0 Halvhjearne Posted May 22, 2014 Report Share Posted May 22, 2014 A command rSwitchMove combined with aidlpercmstpsraswrfldnon_idlesteady01n (Standing idle, weapon lowered at waist) (found that here: https://community.bistudio.com/wiki/ArmA2:_Moves ) could work maybe. But I have no clue how to add this to the mission.sqf above. :huh: this could potentially work in theory, but im unsure if rSwitchmove will work for other units than players an ai will however completly halt if you use doStop on it ... combining that with no ammo and i guess you could have a "moving" ai, standing in same place, as it has orders to stay and no bullet to shoot (not sure if they will even shoot when ordered to stop). Link to comment Share on other sites More sharing options...
0 Gr8 Posted May 22, 2014 Report Share Posted May 22, 2014 I have no clue how to add this to the mission.sqf Link to comment Share on other sites More sharing options...
0 Stollenwerk Posted May 27, 2014 Author Report Share Posted May 27, 2014 Well, in the end I gave up and asked the owner of the server I saw the wobbling traders. It's so easy! You don't have to add anything, simply command some things out. Proceed to DayzEpoch/Missions/DayZEpoch_MapName Then open the mission.sqf and replace (command out) these parts: _this disableAI 'MOVE'; _this enableSimulation false; in this way: /*_this disableAI 'MOVE';*/ /*_this enableSimulation false;*/ That's all, works like a charm. They wobble like crazy! :) Special thanks to Otternase!! Link to comment Share on other sites More sharing options...
0 hambeast Posted May 30, 2014 Report Share Posted May 30, 2014 Well, in the end I gave up and asked the owner of the server I saw the wobbling traders. It's so easy! You don't have to add anything, simply command some things out. Proceed to DayzEpoch/Missions/DayZEpoch_MapName Then open the mission.sqf and replace (command out) these parts: _this disableAI 'MOVE'; _this enableSimulation false; in this way: /*_this disableAI 'MOVE';*/ /*_this enableSimulation false;*/ That's all, works like a charm. They wobble like crazy! :) Special thanks to Otternase!! you may already know this but you can comment multiple lines by using /* */ like Uncommented Code /* all these; lines; are; commented out; */ Link to comment Share on other sites More sharing options...
0 OtterNas3 Posted May 31, 2014 Report Share Posted May 31, 2014 And because a line from a trader in the mission.sqf looks like this: _this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation false;}; and you just want to comment out _this disableAI 'MOVE'; and _this enableSimulation false; You cant comment out both parts together, you need each of em in a own /*blablubbtexttocommentout*/ or show me a way to comment out both together with a single /* */ For all who wanna have it the fast way Open mission.sqf file with Wordpad, use the "Replace" function and: Search: _this disableAI 'MOVE'; Replace with: /*_this disableAI 'MOVE';*/ hit "replace all" and then: Search: _this enableSimulation false; Replace with: /*_this enableSimulation false;*/ hit "replace all" Look them shaking... Moo, Otter Sukkaed and Garett1169 2 Link to comment Share on other sites More sharing options...
0 Garett1169 Posted June 14, 2014 Report Share Posted June 14, 2014 Dude, i never knew the replace command was there! This is awesome! Thanks. Link to comment Share on other sites More sharing options...
0 Sp4rkY Posted June 28, 2014 Report Share Posted June 28, 2014 Replace with: /*_this disableAI 'MOVE';*/ I dont can get this running... Still-standing Traders forever :( I commented out the commands but nothing is happen... I tried it with "playMove", too but the traders dont spawn anymore... What could i do wrong ? Link to comment Share on other sites More sharing options...
0 MatthewK Posted June 28, 2014 Report Share Posted June 28, 2014 Would someone make a video of what the traders look like moving. All I remember from my last attempt was that they'd wave at you, shuffle their heads left to right and sway like a tiny tree.. Though the best ones were the moonwalking traders, those were hilarious :) Link to comment Share on other sites More sharing options...
0 Stollenwerk Posted July 11, 2014 Author Report Share Posted July 11, 2014 I dont can get this running... Still-standing Traders forever :( I commented out the commands but nothing is happen... I tried it with "playMove", too but the traders dont spawn anymore... What could i do wrong ? I guess you did that in the "_this setVehicleInit" line, that would be wrong. Take this as example: _unit_332 = objNull; if (true) then { _this = createAgent ["US_Soldier_Light_EP1", [3977.6704,11666.174,0.258], [], 0, "CAN_COLLIDE"]; _unit_332 = _this; _this setDir 90; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; "; _this setUnitAbility 0.60000002; _this allowDammage false; _this disableAI 'FSM'; /*_this disableAI 'MOVE';*/ _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;/*_this enableSimulation false;*/ }; Easiest way to change all traders is to use Notepad++ or another Editor who has a search and replace function. Search for: _this disableAI 'MOVE'; Replace with: /*_this disableAI 'MOVE';*/ Same with _this enableSimulation false; Link to comment Share on other sites More sharing options...
Question
Stollenwerk
As you know all vendors are standing without any movement and aiming their weapons.
I would like to change this to lower their weapons and they should wobble also a bit.
It's possible somehow, I saw this on a server around.
I guess I would have to change this in the mission.sqf for my map.
Referring to this section as example:
_this = createAgent ["US_Delta_Force_AR_EP1", [24768.969, 21744.072, 3.0517578e-005], [], 0, "CAN_COLLIDE"];
_unit_51 = _this;
_this setDir -107.46156;
_this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this enableAI "ANIM"; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; ";
_this setUnitAbility 0.60000002;
_this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this enableAI "ANIM"; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation false;};
Would this be correct as shown above?
_this enableAI "ANIM" ?
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