Arma 3
AI Animations For More Enhanced Experience
63 Comments
Benchmark  [author] 15 Jul, 2024 @ 11:16am 
It's a composition man, not a mod :) @FKJnemo
FKJnemo 14 Jul, 2024 @ 11:12pm 
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  [author] 18 May, 2024 @ 2:00pm 
@hammerwoods Same name as this composition title
hammerwoods 6 May, 2024 @ 8:19pm 
Where is it in composition any name of this pack?
Benchmark  [author] 27 May, 2023 @ 12:43pm 
@Mikarin
It's in your composition section in the editor after you subscribe to it.
Just place and play
miki chan 25 May, 2023 @ 11:32am 
How to use it?
Benchmark  [author] 4 May, 2023 @ 9:05am 
@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 3 May, 2023 @ 3:04pm 
where do i get the script
Benchmark  [author] 13 Apr, 2023 @ 11:22am 
@TheHandicappedGamer
Copy paste the scripts to your friendly AI. Of course make sure that their variable names matches the ones in the script.
Beugle 11 Apr, 2023 @ 2:46pm 
how do i change the ai into friendlys
Beugle 11 Apr, 2023 @ 2:15pm 
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  [author] 3 Apr, 2023 @ 12:03pm 
@Messeno
If you're in my discord, send me a DM with the scripts I'll try to help
Messeno 3 Apr, 2023 @ 10:52am 
@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  [author] 29 Mar, 2023 @ 12:18pm 
It's a composition..just place it and play
Delta 28 Mar, 2023 @ 3:05pm 
How do I actually use these, though?
Benchmark  [author] 27 Mar, 2023 @ 11:09am 
@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 26 Mar, 2023 @ 2:10pm 
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:
mmenem 24 Mar, 2023 @ 10:53pm 
:steamthumbsup:
mmenem 24 Mar, 2023 @ 10:52pm 
Keep the good work!
SpoonMan 24 Mar, 2023 @ 1:36pm 
does this work with ACE?
☠ Kibbe_Surdo ☠ 22 Mar, 2023 @ 7:35pm 
Geat stuff thank you !
Benchmark  [author] 24 Feb, 2023 @ 6:11am 
@VikingsReaper
Good to know! :)
Iron Viking 24 Feb, 2023 @ 5:58am 
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  [author] 19 Feb, 2023 @ 8:32am 
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 19 Feb, 2023 @ 4:51am 
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 19 Feb, 2023 @ 4:50am 
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  [author] 18 Feb, 2023 @ 7:22pm 
@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 16 Feb, 2023 @ 1:03pm 
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 11 Feb, 2023 @ 7:59pm 
oh
thank you so fucking much, you just saved al ife.
Benchmark  [author] 11 Feb, 2023 @ 7:55pm 
It's a composition, so composition section in the editor, it's not a mod. Just drop and play
CosmicInterloper 11 Feb, 2023 @ 2:04pm 
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 10 Feb, 2023 @ 8:14pm 
These are already a thing on ambient animations, 50+ animation presets. What is the point of this exactly?
queen 9 Feb, 2023 @ 7:19pm 
cool mod. exactly that i was looking for :)
kaczuszka 2 Feb, 2023 @ 9:00am 
very good mod for RP imo
Benchmark  [author] 28 Jan, 2023 @ 12:30pm 
@AH-64 Apache Attack Helicopter
lol
Easy solution, don't get shot
Fellahomes 27 Jan, 2023 @ 3:13pm 
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 13 Jan, 2023 @ 12:00am 
Sounds good bench
Benchmark  [author] 7 Jan, 2023 @ 11:58am 
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 7 Jan, 2023 @ 12:33am 
how to connect this mod?
Colgate Toothpaste 6 Jan, 2023 @ 5:13pm 
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 6 Jan, 2023 @ 3:53pm 
:steamthumbsup:
HMSHUNTER 6 Jan, 2023 @ 2:15pm 
How do u find it?
Benchmark  [author] 6 Jan, 2023 @ 5:19am 
Hello!
I updated the composition, adding few more animations.
Video and extra image were added as well to see the small change.
Enjoy
Benchmark  [author] 5 Jan, 2023 @ 6:48am 
That's definitely a solution, thanks @Fluffy
Fluffy 5 Jan, 2023 @ 4:29am 
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 4 Jan, 2023 @ 11:10am 
Great work Bench!
Stagwine 4 Jan, 2023 @ 8:37am 
Cool! Look forward to try these!
Ruizu 3 Jan, 2023 @ 11:23pm 
@Benchmark I see haha, will try it thanks
greatgamerc 3 Jan, 2023 @ 4:44pm 
Very Nice
Benchmark  [author] 3 Jan, 2023 @ 12:49pm 
@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