Fixed animations for carry/drag

This commit is contained in:
Thomas Kooi 2015-01-22 13:12:46 +01:00
parent 7020a8ef30
commit ae5996bcd2
3 changed files with 6 additions and 7 deletions

View File

@ -56,7 +56,7 @@ _caller selectWeapon (primaryWeapon _caller);
_unit attachTo [_caller, [0.1, -0.1, -1.25], "LeftShoulder"];
[_unit,"AinjPfalMstpSnonWnonDf_carried_dead", 1, true] call EFUNC(common,doAnimation);
[_unit,"AinjPfalMstpSnonWnonDf_carried_dead", 2, true] call EFUNC(common,doAnimation);
[_caller,"acinpercmstpsraswrfldnon", 1] call EFUNC(common,doAnimation);
_caller setvariable [QGVAR(StartingPositionHandleTreatment), getPos _caller];

View File

@ -43,7 +43,6 @@ if (!alive _unit) exitwith {
}, [_caller, ([_unit,_caller] call EFUNC(common,makeCopyOfBody_F)), _killOnDrop], 0.2, 0.2] call EFUNC(common,waitAndExecute);
};
if (primaryWeapon _caller == "") then {
_caller addWeapon "ACE_FakePrimaryWeapon";
};
@ -58,7 +57,7 @@ if !([_caller,_unit,[0.125, 1.007, 0]] call EFUNC(common,carryObj)) exitwith {
};
[_unit,"AinjPpneMstpSnonWrflDb", 1, true] call EFUNC(common,doAnimation);
[_unit, "AinjPpneMstpSnonWrflDb", 2, true] call EFUNC(common,doAnimation);
_caller selectWeapon (primaryWeapon _caller); // if no primairy weapon, add a fake one first
if (currentWeapon _caller == primaryWeapon _caller) then {

View File

@ -48,16 +48,16 @@ if ((isNull ([_caller] call EFUNC(common,getCarriedObj))) || !([_caller] call EF
if (vehicle _target == _target) then {
if (_dragging) then {
[_target,"AinjPpneMstpSnonWrflDb_release", 1, true] call EFUNC(common,doAnimation);
[_target,"AinjPpneMstpSnonWrflDb_release", 2, true] call EFUNC(common,doAnimation);
} else {
[_target,"AinjPfalMstpSnonWrflDnon_carried_Down", 1, true] call EFUNC(common,doAnimation);
[_target,"AinjPfalMstpSnonWrflDnon_carried_Down", 2, true] call EFUNC(common,doAnimation);
};
} else {
if ([_target] call EFUNC(common,isAwake)) then {
[_target,"", 1] call EFUNC(common,doAnimation); // TODO play animation for the current seat instead
[_target,"", 2] call EFUNC(common,doAnimation); // TODO play animation for the current seat instead
} else {
// this might not work properly
[_target,([_target] call EFUNC(common,getDeathAnim)), 0] call EFUNC(common,doAnimation);
[_target,([_target] call EFUNC(common,getDeathAnim)), 1] call EFUNC(common,doAnimation);
};
};