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27 maj 2017 · Maybe to specify this even more for you case, you should put the infinite loop in a separate script (let's call loop.sqf) and spawn/execVM this from within your init. // Unit init/init.sqf _loopHandle = spawn "loop.sqf" ; //loop.sqf while { true } do { // Stuff here };
Whether the function call takes 10 seconds to execute or 60 seconds, that is reflected in the tickTime loop, as to keep the timing as accurate as possible, hence you do NOT need to use 'spawn', a 'call' function will suffice.
On the other hand, playmove allows for smooth switches from 1 animation from another, if both animations support it. Since many idle animations are made to start and end with the exact same pose, they can be looped with switchmove and actually work best with it.
26 sty 2019 · Screen fading with Text: Can be done in the following ways: “BLACK OUT”, “BLACK IN”, “BLACK FADED”, “BLACK”, “WHITE OUT”, “WHITE IN”. titleCut ["I like text","BLACK IN",2.5];
Is there a way to loop a "switchmove" animation without sleeping for a fixed duration? Code examples I see online use: animCiv2 = [] spawn { while{true} do { civ2 switchmove "Acts_B_briefings"; waitUntil{animationState civ2 != "Acts_B_briefings"}; }; }; But civ2 just freezes after the first frame.
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19 mar 2024 · Just place a Skip Time module, sync it to a trigger, apply whatever activation properties you desire. in the debug console, the press "... exec" (no matter which if you are in SP). This will skip 8 hours in game time for you. You can skip 1-1000 hours by this command. Why? It's so much more fun. Is there a way to skip time in?