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_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.)