switchGesture
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Description
- Description:
- When used on a person,the given move is started immediately (without transition).
- Groups:
- Animations
Syntax
- Syntax:
- soldier switchGesture moveName
- Parameters:
- soldier: Object
- moveName: String
- Return Value:
- Nothing
Alternative Syntax
- Syntax:
- soldier switchGesture [moveName, time, blendFactor, resetAim]
- Parameters:
- soldier: Object
- moveName: String - Entry from "CfgMovesMaleSdr" >> "states" or "CfgGesturesMale" >> "states"
- time: Number - (Optional, default: 0) normalized time, in range 0-1, where 0 = beginning of the animation, and 1 = end of the animation
- blendFactor: Number - (Optional, default 1) how much to blend the current animation with the new animation, in range 0..1, where 0 = current animation, and 1 = new animation. When 1 is used, the switching is instant (not smooth).
- resetAim: Boolean - (Optional, default: true) Whether the aim/head direction should be reset after switching
- Return Value:
- Nothing
Examples
- Example 1:
- soldierOne switchGesture "Wave";
- Example 2:
- // Create a dummy agent that copies your moves ai1 = createAgent [typeOf player, getPosATL player, [], 0, "NONE"]; ai1 disableAI "ALL"; onEachFrame { ai1 setAnimSpeedCoef getAnimSpeedCoef player; ai1 setVectorDir vectorDir player; _m = animationState player; _g = gestureState player; _i = getUnitMovesInfo player; _a = getUnitMovesInfo ai1; if (animationState ai1 != _m || abs(_i#1 - _a#1) > 0.1) then { ai1 switchMove [_m, _i#0, _i#3, false]; }; if ((gestureState ai1 != _g || abs(_i#6 - _a#6) > 0.1) && (_g != "<none>" && _g find "_player" < 0)) then { ai1 switchGesture [_g, _i#5, _i#8, false]; }; }
Additional Information
- See also:
- playGesture getUnitMovesInfo switchMove
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on 2010-08-31
- .kju
- Rpt says "Not implemented" as of OA 1.54.