Arma 3
Alternative Running
Lars 16 Dec, 2021 @ 3:48pm
Feature Request
Hiya. I love your work, and you've outdone yourself with the latest update for sure.
But is it possible for you to also make the AI use these animations?
I think it would be a huge immersion boost to see AI use these additional animations, especially when they have to go through shallow water.
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Showing 1-3 of 3 comments
The Walking Dad 12 Jan, 2022 @ 5:43am 
Omg yes, I think Arma's base AI animations are one of the most uninspired, immersion breaking things in the whole game tbh- If NPCs would be albe to use these modded animations it would literally be huge. We def need this.
Dyndu 23 Sep, 2024 @ 11:23pm 
_unit = _this select 0;
_grp = group _unit;
_PositionArray = [Ps_0,Ps_1,Ps_2,Ps_3];
_animarray = ["ARMA_AlternativeRunLowered","ARMA_AlternativeRun","ARMA_AlternativeRun_WW2Style"];
_grp setbehaviour "CARELESS";
_anim = selectrandom _animarray;
_unit playmovenow _anim;
{
_x disableAI "AUTOTARGET";
_x disableAI "AUTOCOMBAT";
_MovePos = getposATL (_PositionArray#_foreachindex);
_x domove _MovePos;
[_x,_MovePos] spawn
{
params ["_Unit","_MovePos"];
waituntil {_Unit distance2D _MovePos < 1};
_unit disableAI "PATH";
_unit enableAI "AUTOTARGET";
_unit enableAI "AUTOCOMBAT";
_unit setBehaviour "AWARE";
_unit playmovenow "AmovPercMstpSrasWrflDnon";
_unit setunitpos "UP";
}
} foreach (units _grp);
exit;

This is a simple script I've made to allow the AI to use the animations; when you're making a mission, just use this script to make the AI run to a specific location. Use your imagination and have fun.

(I was also thinking about incorporating a similar script into an edit to a popular FSM like LAMBS or DCO, but that requires knowing someone else's code which tends to mess with my head.)
Last edited by Dyndu; 23 Sep, 2024 @ 11:32pm
Raio 16 Oct, 2024 @ 12:38pm 
Any chance we can get fast jump, similat to "basic run + v" ? Thx
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