// animDrag.sqf private "_dragee"; _dragee = _this; // Check to see that the passed object matches local player object if (player != _dragee) exitWith {}; if !(r_player_unconscious) exitWith {}; // Have to wait until attached to set direction and position _dragee setDir -180; _dragee setPos (getPos _dragee); _dragee setVariable ["NORRN_unit_dragged", true, true]; uiSleep 1.5; // First animation [nil, _dragee, rSWITCHMOVE, "ainjpfalmstpsnonwrfldnon_carried_up"] call RE; _dragee switchmove "ainjpfalmstpsnonwrfldnon_carried_up"; uiSleep 10; // Second animation [nil, _dragee, rSWITCHMOVE, "ainjpfalmstpsnonwrfldnon_carried_still"] call RE; _dragee switchmove "ainjpfalmstpsnonwrfldnon_carried_still";