switchMove

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Introduced in Operation Flashpoint version 1.00

Click on the images for descriptions

Introduced in

Game:
Operation Flashpoint
Version:
1.00

Description

Description:
When used on a person, the given move is started immediately (there is no transition). Use switchmove "" to switch back to the default movement if there is no transition back, otherwise the person may be stuck.

Syntax

Syntax:
Unit switchmove "movename"
Parameters:
Unit: Object
movename: String
Return Value:
Nothing

Examples

Example 1:
_loon1 switchMove "FXStandDip" 

Additional Information

Multiplayer:
Behaviour unknown.
See also:
List of moves in Armed Assault
List of moves in Operation Flashpoint: Resistance

Notes

Notes

+ Add Note

Only post proven facts here. Use the talk page or the forums for discussions.

Notes

For a smooth transition use playMove. This command must be executed after mission start. If you place it into init.sqs or in the Init field of some unit, it will not work. Just add a little delay (~0.001) and then place the command.
Posted on March 25, 2007 - 23:48
Hurricane

In some cases the movement won't stay. I.e. AI hostages that put their hands behind their heads (_hostage switchMove "AmovPercMstpSsurWnonDnon") won't hold their hands up, unless you first use disableAI "autoTarget" on them. They mostly put their hands down because they 'noticed' unknown objects.

Posted on August 03, 2008 - 22:43
Killswitch
This command will not cause an AnimChanged or AnimDone event. However, playMove will.

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