switchMove

From Bohemia Interactive Community
Jump to: navigation, search
Introduced with Operation Flashpoint version 1.00
  Arguments of this scripting command don't have to be local to the client the command is executed onEffects of this scripting command are not broadcasted over the network and remain local to the client the command is executed on

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. List of moves in ArmA 2
List of moves in Armed Assault
List of moves in Operation Flashpoint: Resistance

Syntax

Syntax:
person switchmove movename
Parameters:
person: Object
movename: String
Return Value:
Nothing

Examples

Example 1:
_loon1 switchMove "FXStandDip"

Additional Information

Multiplayer:
-
See also:
playActionplayActionNowplayMoveplayMoveNowplayGesture

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To

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.

Bottom Section

Posted on November 12, 2016 - 20:11 (UTC)
AgentRev
When using this command on the player unit outside unscheduled UI contexts, it will cause a minor camera glitch for a single frame.
For example, Draw3D and KeyDown are UI contexts and so are not affected by the glitch, but EachFrame and scheduled scripts are not UI contexts and are affected by the glitch.