Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Then looking under :
(F2) Compositions--> "Steam Subscribed Content" --> "Accessories"
Strange that one works, but other doesn't. They're both basically the same kind of composition, only this one has a lot more varying anims.
Make your file 2048x2048 for HD whiteboards
Final file is to be .paa
Other screen sizes can be easy googled ✌️✌️
You can also read in the description of the YouTube video to see the wounded animations that I used.
If you copy/paste the code snippets from this composition they are MP compatible as the title suggests.
The second box of text says it all.
Even a simple check for their behaviour change will do the trick. So when they go from Safe to Aware or Combat, it stops the anim.
Or another example the deck crews will only start amims if player is in a "Air" vehicle, and they stop once you take off/leave the area.
Lots of different options, that's why I left it to allow you guys to creative with it.
@Nobutora anything is possible mate, but I do not use that ace system so I wouldn't know sorry.
@Vectif they can be easily stopped using a trigger. For the ambientAnim functions you just use _unit call BIS_fnc_ambientAnim__terminate;
And for the switchMoves you just use _unit switchMove "";
I can update the composition with a trigger area to stop the anims, but I figured I'd leave that to you guys as you can get pretty creative with it.
I'll be posting more shortcuts like this, all sorts of random stuff
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2486579996
https://youtu.be/2mDJ4c3WESY
My suggestion though is to set the AmbientAnim units to Dynamic Simulation.
This way once you get far away they'll just stop being simulated, saving on the FPS. Or you can use show/hide modules as well.
Cheers
How's the performance in missions with those animations? Any serious impact on FPS?