Arma 3
MP & SP Drop In Ambient Animations
48 Comments
MasterVerbeek 21 Jun @ 2:57pm 
I tried it two times and it won't work
[KC] Terrasidio 27 May @ 4:53am 
sweet
Viper1Zero 9 Nov, 2024 @ 10:40am 
Guys, its down in your "Steam Subscribed" custom compositions. You need to scroll down.
Luke_GTA6 8 Nov, 2023 @ 7:27pm 
hi not installing, why?
Spazzz 14 Feb, 2023 @ 10:09am 
it would be better if the AI stopped animations once attacked.
ToRch_Dale 16 Jan, 2022 @ 12:18pm 
alright thanks
VedKay  [author] 15 Jan, 2022 @ 7:01pm 
Damn sorry to hear. All I can suggest it unsubbing and resubbing
Then looking under :
(F2) Compositions--> "Steam Subscribed Content" --> "Accessories"
ToRch_Dale 15 Jan, 2022 @ 6:24pm 
for me it dosnt pop up in compositions? pls help
Canadian_Waffle 31 Dec, 2021 @ 5:01pm 
f
Canadian_Waffle 31 Dec, 2021 @ 5:01pm 
oh
VedKay  [author] 30 Dec, 2021 @ 11:42am 
It’s not in Zeus, it’s in the editor.
Canadian_Waffle 30 Dec, 2021 @ 9:59am 
Hay. for some unknown reason, the composition is not showing up in the game. i tried the instructions that you gave me but i still could not find it in zeus
VedKay  [author] 16 Oct, 2021 @ 1:32pm 
Maybe we the creators need to update something?..Or maybe a certain anim that's playing here isn't zues friendly.
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.
Keir 16 Oct, 2021 @ 7:50am 
Your other MVA composition works in public Zeus, but this doesn't appear. Any idea why? I'm having the same issue with a Taru pod repair composition.
Jiy_x 28 Sep, 2021 @ 5:54am 
ai thanks
VedKay  [author] 18 Sep, 2021 @ 2:25pm 
Read the second box in the description please. Not a mod. It’s a composition.
Jiy_x 18 Sep, 2021 @ 7:39am 
Hi, I subscribed to the mod but it doesn't load in the Arma 3 Launcher, is there a solution?
VedKay  [author] 17 Sep, 2021 @ 4:54pm 
No worries mate
Make your file 2048x2048 for HD whiteboards
Final file is to be .paa
Other screen sizes can be easy googled ✌️✌️
Kane 17 Sep, 2021 @ 12:18pm 
thank you.
VedKay  [author] 15 Sep, 2021 @ 1:00pm 
Just good ol’ photoshop. But gimp (free app) would do the job just as well 👌
Kane 15 Sep, 2021 @ 9:50am 
what program did you use?
VedKay  [author] 15 Sep, 2021 @ 1:14am 
@Kane yes I did.
Kane 14 Sep, 2021 @ 2:09pm 
did you make all the sign (metal / blackboard / white board) textures?
VedKay  [author] 12 Jul, 2021 @ 2:01pm 
It’s not a mod. It’s a composition inside the Editor. Please read the rectangle info box in the description for instructions.
Drew 12 Jul, 2021 @ 12:25pm 
When I subscribe to the mod it won't show up in the launcher? Other mods are working fine for me.
VedKay  [author] 19 Jun, 2021 @ 1:37pm 
Yeh just drop the composition in and copy/paste the snippet from the unit that has the animation you like.

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.
Zwounk 19 Jun, 2021 @ 12:58pm 
Is there any way to find/add/know if compatible in MP, for units that are in a dead animation state? Or a similar state that you had some of the units in this https://youtu.be/J4tVmWiJMTk ?
VedKay  [author] 3 Jun, 2021 @ 11:58pm 
@XyTheur not that I'm aware of, but I've never looked into ambientAnims in Zeus.
XyTheur 3 Jun, 2021 @ 11:46pm 
Is there any way to activate these in zeus?
VedKay  [author] 16 May, 2021 @ 1:56pm 
Read the description?
The second box of text says it all.
Trim406 16 May, 2021 @ 12:27pm 
how do you find these in the editor?
VedKay  [author] 15 May, 2021 @ 2:42pm 
Yeh you can get really creative with it.
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.
Vectif 15 May, 2021 @ 2:32pm 
thanks for the function command! And yeah. Probably would wanna try to look into the firedNear EventHandler to handle that instead, it'd detect when they're fired at from X range to then trigger off anything that follows. I'm sure it'd be really useful, since it'd be very offputting to have these people remain still if you wanted to use them in an area that later on turn into a combat zone or such.
VedKay  [author] 15 May, 2021 @ 2:28pm 
@U|MikeRyu the dancing Anims will be my next composition that I put up so keep an eye out for that :steamhappy:.

@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.
Vectif 15 May, 2021 @ 12:46pm 
Do these animations stop upon interaction/combat/fired at?
MikeyRyu 15 May, 2021 @ 8:04am 
little curiosity: does this have perhaps the two dances added in contact? I ask because I may or may not plop a easter egg with this mod in one of my missions
VedKay  [author] 15 May, 2021 @ 6:52am 
hehe yeh I getcha mate. Cheers for that, glad it helps.
I'll be posting more shortcuts like this, all sorts of random stuff :steamlaughcry:
SchmokedPancake 15 May, 2021 @ 6:42am 
i wasnt even looking for something like this but i was? idk how to explain it but take that reward your work and effort are greatly admired
VedKay  [author] 13 May, 2021 @ 2:23pm 
Cheers fellas, I’ll drop the mva composition tonight ✌️
Benchmark 13 May, 2021 @ 7:41am 
WOW that scene is amazing!
VedKay  [author] 12 May, 2021 @ 8:12pm 
@ryan sure will mate, got a complete MVA scene coming any day now

https://youtu.be/2mDJ4c3WESY
Ryan 12 May, 2021 @ 6:56pm 
dope thanks you should make more if possible!!!!!!
:steamthumbsup:
Benchmark 11 May, 2021 @ 4:56am 
Nice, thank a lot
VedKay  [author] 11 May, 2021 @ 12:19am 
Don't forget you can always Trigger these anims on/off too, which again would save on performance and allow for more anims.
VedKay  [author] 11 May, 2021 @ 12:08am 
Very little impact in my experience. I've have up to like 15-20 units in a base of ops on animation loops without issues.
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 :steamthumbsup:
Benchmark 10 May, 2021 @ 11:36pm 
Perfect, thanks!
How's the performance in missions with those animations? Any serious impact on FPS?