武装突袭3

武装突袭3

AI Animations For More Enhanced Experience
63 条留言
Benchmark  [作者] 2024 年 7 月 15 日 上午 11:16 
It's a composition man, not a mod :) @FKJnemo
FKJnemo 2024 年 7 月 14 日 下午 11:12 
so im trying to add this mod to antistasi ultimate but i dont know how, is there a way? or only for my own game modes ive made in the editor?
Benchmark  [作者] 2024 年 5 月 18 日 下午 2:00 
@hammerwoods Same name as this composition title
hammerwoods 2024 年 5 月 6 日 下午 8:19 
Where is it in composition any name of this pack?
Benchmark  [作者] 2023 年 5 月 27 日 下午 12:43 
@Mikarin
It's in your composition section in the editor after you subscribe to it.
Just place and play
miki chan 2023 年 5 月 25 日 上午 11:32 
How to use it?
Benchmark  [作者] 2023 年 5 月 4 日 上午 9:05 
@QueefLord96
It's in your composition section in the editor after you subscribe to it...and the actual scripts are within the AI's init fields
QueefLord96 2023 年 5 月 3 日 下午 3:04 
where do i get the script
Benchmark  [作者] 2023 年 4 月 13 日 上午 11:22 
@TheHandicappedGamer
Copy paste the scripts to your friendly AI. Of course make sure that their variable names matches the ones in the script.
Beugle 2023 年 4 月 11 日 下午 2:46 
how do i change the ai into friendlys
Beugle 2023 年 4 月 11 日 下午 2:15 
is there any way i can place these, and save them and come back and they will still load in as in i start my antistasi game?
Benchmark  [作者] 2023 年 4 月 3 日 下午 12:03 
@Messeno
If you're in my discord, send me a DM with the scripts I'll try to help
Messeno 2023 年 4 月 3 日 上午 10:52 
@Benchmark I did it I modified the script for each new spawned entity, for example I took two entities and I called them with two different names and I pasted the sleeping soldier script and I noticed that only one of these two entities is activated when he hears a shot while the other gets stuck
Benchmark  [作者] 2023 年 3 月 29 日 下午 12:18 
It's a composition..just place it and play
Delta 2023 年 3 月 28 日 下午 3:05 
How do I actually use these, though?
Benchmark  [作者] 2023 年 3 月 27 日 上午 11:09 
@Messeno - pay attention that you cannot copy paste the code and run it on different NPCs..
The scripts are using variable names..so you should name the other AI differently and update the script as well for this specific AI
Messeno 2023 年 3 月 26 日 下午 2:10 
hello, I tried to apply the same animation to multiple npc and I noticed that only one of them activates the animation I don't know if it's a bug or not but I wanted to report it :steamthumbsup:
VioladorEXCONVICTOLIBRE 2023 年 3 月 24 日 下午 10:53 
:steamthumbsup:
VioladorEXCONVICTOLIBRE 2023 年 3 月 24 日 下午 10:52 
Keep the good work!
SpoonMan 2023 年 3 月 24 日 下午 1:36 
does this work with ACE?
☠ Kibbe_Surdo ☠ 2023 年 3 月 22 日 下午 7:35 
Geat stuff thank you !
Benchmark  [作者] 2023 年 2 月 24 日 上午 6:11 
@VikingsReaper
Good to know! :)
Iron Viking 2023 年 2 月 24 日 上午 5:58 
Good work mate, Used this in an Op with my own unit. Worked like a charm add really good life to an enemy camp.
Benchmark  [作者] 2023 年 2 月 19 日 上午 8:32 
Sorry @TRON but this is not a discussion board and I'm not changing composition (yep, it's NOT a mod) based on one opinion out of almost 6000 subscribers. ..

As a composition, you can double click the AI and see the scripts. You can do with them whatever you want. If you think that "everyday life must continue" (sure, lets go back to training few seconds after an enemy tried to raid the base....) you're more than welcome to Google it (I'll give you a general direction, it's probably related to their behavior..) and change it as you see fit.

Enjoy man :)
TRON 2023 年 2 月 19 日 上午 4:51 
1. No, they are friends, not enemies. 2. Of course, everyday life must continue. 3. Please make a script for it. you can do it and your mod has a purpose.

ThX !!
TRON 2023 年 2 月 19 日 上午 4:50 
1. No, they are friends, not enemies. 2. Of course, everyday life must continue. 3. Please make a script for it. you can do it and your mod has a purpose.

ThX !!
Benchmark  [作者] 2023 年 2 月 18 日 下午 7:22 
@TRON,
1. It's meant for the enemy..so if they are not dead at the end of the shootout, you're probably dead as well...

2. Even in real life, you don't go back to your "animation" after a shootout..

3. You can definitely try to write a script yourself if it's so important for you.

Cheers
TRON 2023 年 2 月 16 日 下午 1:03 
Might be a good mod but it's totally useless as the npcs won't go back into their animation after a shootout. Why didn't you write a script to do this?
CosmicInterloper 2023 年 2 月 11 日 下午 7:59 
oh
thank you so fucking much, you just saved al ife.
Benchmark  [作者] 2023 年 2 月 11 日 下午 7:55 
It's a composition, so composition section in the editor, it's not a mod. Just drop and play
CosmicInterloper 2023 年 2 月 11 日 下午 2:04 
how do i use this mod? does it simplify the animations for npcs so i can actually make a mission without wanting to commit ronny mcnutt because the game cant process to do one single god damn animation?
dashu 2023 年 2 月 10 日 下午 8:14 
These are already a thing on ambient animations, 50+ animation presets. What is the point of this exactly?
queen 2023 年 2 月 9 日 下午 7:19 
cool mod. exactly that i was looking for :)
kaczuszka 2023 年 2 月 2 日 上午 9:00 
very good mod for RP imo
Benchmark  [作者] 2023 年 1 月 28 日 下午 12:30 
@AH-64 Apache Attack Helicopter
lol
Easy solution, don't get shot
Fellahomes 2023 年 1 月 27 日 下午 3:13 
bro honestly i don't wanna get shot and the last thing i see is some american doing the griddy over my dying body
Colgate Toothpaste 2023 年 1 月 13 日 上午 12:00 
Sounds good bench
Benchmark  [作者] 2023 年 1 月 7 日 上午 11:58 
Guys, it's not a MOD, its a composition, so find it in the composition section in the editor (Google it :) )

@Colgate Toothpaste
Yeah, part of Arma I guess..I can probably enter some delay, but then I mess up with stuff I don't want.

The sleeping dude you're right, I'll make him stay prone and update the comp
DOK72 2023 年 1 月 7 日 上午 12:33 
how to connect this mod?
Colgate Toothpaste 2023 年 1 月 6 日 下午 5:13 
They just shoot straight up? Like instantly
Just imagine shooting them and then you see they all just spring like a jack in a box
Good script tho,
for the sleeping one try and find that wakeup animation, or just have him start at a prone poisition
njoBe 2023 年 1 月 6 日 下午 3:53 
:steamthumbsup:
HMSHUNTER 2023 年 1 月 6 日 下午 2:15 
How do u find it?
Benchmark  [作者] 2023 年 1 月 6 日 上午 5:19 
Hello!
I updated the composition, adding few more animations.
Video and extra image were added as well to see the small change.
Enjoy
Benchmark  [作者] 2023 年 1 月 5 日 上午 6:48 
That's definitely a solution, thanks @Fluffy
Fluffy 2023 年 1 月 5 日 上午 4:29 
As per the Question from Steve Maire below you probably could check the Unit's nearest enemy using, 'findNearestEnemy' which returns a Null Object when No Enemy is found, then you could path them to the position they were doing the animation and when the distance gets low enough move them to the position and play Animation
Sierra Revenant 2023 年 1 月 4 日 上午 11:10 
Great work Bench!
Stagwine 2023 年 1 月 4 日 上午 8:37 
Cool! Look forward to try these!
Ruizu 2023 年 1 月 3 日 下午 11:23 
@Benchmark I see haha, will try it thanks
greatgamerc 2023 年 1 月 3 日 下午 4:44 
Very Nice
Benchmark  [作者] 2023 年 1 月 3 日 下午 12:49 
@Steve Maire
It's definitely doable, but over my paygrade.
For example a trigger that check the AI behavior and if it goes from "combat" to something else, he's starting the animations again.

I don't have something written though and it's a bit over my paygrade :)
You can ask in Arma 3 discord or in mine, people there are talented enough to help you