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Introduced with Operation Flashpoint version 1.00
  Arguments of this scripting command have to be local to the client the command is executed onEffects of this scripting command are broadcasted over the network and happen on every computer in the network

Click on the images for descriptions

Introduced in

Operation Flashpoint


Applies given animation to a unit. When used on a person, the given move is started immediately (there is no transition). Use _unit switchMove ""; to reset animation. For a smooth transition use playMove.

This command has global effect when executed locally to the unit and will sync for JIP. In this case the animation on the executing machine is immediate while on remote machines it will be transitional. In order for the animation to change immediately on every PC in multiplayer, use global remote execution (see example 2). When the argument is remote, the animation change on the executing PC is only temporary.

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


person switchMove moveName
person: Object - unit
moveName: String - unit animation (see animationState)
Return Value:


Example 1:
Prone: player switchMove "amovppnemstpsraswrfldnon";
Example 2:
Sit player immediately and globally: [player, "amovpsitmstpslowwrfldnon"] remoteExec ["switchMove", 0];

Additional Information

See also:


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


Posted on March 25, 2007 - 23:48
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
This command will not cause an AnimChanged or AnimDone event. However, playMove will.

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Posted on November 12, 2016 - 20:11 (UTC)
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.