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{{Function|= Comments | {{Function|= Comments | ||
| arma3 | | | arma3 |Game name= | ||
|1.00| | |1.00|Game version= | ||
|arg= local |Multiplayer Arguments= | |arg= local |Multiplayer Arguments= | ||
Line 12: | Line 12: | ||
Description: | Description: | ||
Play set of ambient animations on given unit. | |||
Remarks: | |||
* Can handle several different anims and auto-switching between them. | |||
* Detects nearby units with the same animation set and tries to select different animations. | |||
* A game logic is created on units position and animated unit is then attached to it, to prevent possible problems, like player pushing units around. | |||
* The unit can be snapped to a set snappoint to prevent game from repositioning the unit. | |||
* The snappoint is automatically detected, snap distance is 2 meters (in top-down view, ignoring vertical info). | |||
* To position unit vertically, move its snappoint up/down. | |||
* A snappoint is a (cyan colored) helper "Sign_Pointer_Cyan_F". | |||
* This is extremely handy if the unit needs to be placed near object(s) - like on chair near a table. | |||
Parameter(s): | Parameter(s): | ||
0: OBJECT - unit the anim & gear changes are going to be applied to | |||
1: STRING - animation set id, describing what the unit's action looks like. | |||
> "STAND" - standing still, slightly turning to the sides, with rifle weapon | |||
> "STAND_IA" - standing still, slightly turning to the sides, with rifle weapon | |||
> "STAND_U1-3" - standing still, slightly turning to the sides, no weapon | |||
> "WATCH1-2" - standing and turning around, with rifle weapon | |||
> "GUARD" - standing still, like on guard with hands behing the body | |||
> "LISTEN_BRIEFING" - standing still, hands behind back, recieving briefing / commands, no rifle. | |||
> "LEAN_ON_TABLE" - standing while leaning on the table | |||
> "LEAN" - standing while leaning (on wall) | |||
> "BRIEFING" - standing, playing ambient briefing loop with occasional random moves | |||
> "BRIEFING_POINT_LEFT" - contains 1 extra pointing animation, pointing left & high | |||
> "BRIEFING_POINT_RIGHT" - contains 1 extra pointing animation, pointing right & high | |||
> "BRIEFING_POINT_TABLE" - contains 1 extra pointing animation, pointing front & low, like at table | |||
> "SIT1-3" - sitting on chair or bench, with rifle weapon | |||
> "SIT_U1-3" - sitting on chair or bench, without weapon | |||
> "SIT_AT_TABLE" - sitting @ table, hands on table | |||
> "SIT_HIGH1-2" - sitting on taller objects like a table or wall, legs not touching the ground. Needs a rifle! | |||
> "SIT_LOW" - sitting on the ground, with weapon. | |||
> "SIT_LOW_U" - sitting on the ground, without weapon. | |||
> "SIT_SAD1-2" - sitting on a chair, looking very sad. | |||
> "KNEEL" - kneeling, with weapon. | |||
> "PRONE_INJURED_U1-2" - laying wounded, back on the ground, wothout weapon | |||
> "PRONE_INJURED" - laying wounded & still, back on the ground, with or without weapon | |||
> "KNEEL_TREAT" - kneeling while treating the wounded | |||
> "REPAIR_VEH_PRONE" - repairing vehicle while laying on the ground (under the vehicle) | |||
> "REPAIR_VEH_KNEEL" - repairing vehicle while kneeling (like changing a wheel) | |||
> "REPAIR_VEH_STAND" - repairing/cleaning a vehicle while standing | |||
2: STRING - equipment level id, describing how heavily is the unit equipped. | |||
> "NONE" - no goggles, headgear, vest, weapon | |||
> "LIGHT" - no goggles, headgear, vest | |||
> "MEDIUM" - no goggles, headgear | |||
> "FULL" - no goggles | |||
> "ASIS" - no touches to the gear | |||
> "RANDOM" (default) - gear is randomized according to the animation set | |||
3: OBJECT - object unit to snap to; function won't try to search for the closest snappoint and will use this snappoint instead | |||
4: BOOL - function will try to interpolate into the ambient animation, if the interpolateTo link exists | |||
- it is not officialy supported, so it's disabled by default | |||
- works only for transitions from (some) default A3 stances to sets "STAND", "SIT_LOW" and "KNEEL" | |||
Returns: | |||
- | - | ||
Example: | |||
[this,"SIT_HIGH2"] call BIS_fnc_ambientAnim; | |||
*/ | */ | ||
//surpress the debuglog output | |||
</pre>{{Informative|Placeholder description extracted from the function header by [[BIS_fnc_exportFunctionsToWiki]]}} |Description= | </pre>{{Informative|Placeholder description extracted from the function header by [[BIS_fnc_exportFunctionsToWiki]]}} |Description= | ||
|[] call [[ | |[] call [[BIS_fnc_ambientAnim]];|Syntax= | ||
|p1= parameter: Type - (Optional, default defValue) description |Parameter 1= | |p1= parameter: Type - (Optional, default defValue) description |Parameter 1= | ||
Line 29: | Line 83: | ||
| |Return value= | | |Return value= | ||
|x1= <code></code>|Example 1= | |x1= <code></code>|Example 1= | ||
| |See also= | | |See also= | ||
}} | }} | ||
[[Category:Function Group: | [[Category:Function Group: Ambient|{{uc:ambientAnim}}]] | ||
[[Category:Functions|{{uc: | [[Category:Functions|{{uc:ambientAnim}}]] | ||
[[Category:{{Name|arma3}}: Functions|{{uc: | [[Category:{{Name|arma3}}: Functions|{{uc:ambientAnim}}]] |
Revision as of 18:28, 23 December 2018
Description
- Description:
/* Description: Play set of ambient animations on given unit. Remarks: * Can handle several different anims and auto-switching between them. * Detects nearby units with the same animation set and tries to select different animations. * A game logic is created on units position and animated unit is then attached to it, to prevent possible problems, like player pushing units around. * The unit can be snapped to a set snappoint to prevent game from repositioning the unit. * The snappoint is automatically detected, snap distance is 2 meters (in top-down view, ignoring vertical info). * To position unit vertically, move its snappoint up/down. * A snappoint is a (cyan colored) helper "Sign_Pointer_Cyan_F". * This is extremely handy if the unit needs to be placed near object(s) - like on chair near a table. Parameter(s): 0: OBJECT - unit the anim & gear changes are going to be applied to 1: STRING - animation set id, describing what the unit's action looks like. > "STAND" - standing still, slightly turning to the sides, with rifle weapon > "STAND_IA" - standing still, slightly turning to the sides, with rifle weapon > "STAND_U1-3" - standing still, slightly turning to the sides, no weapon > "WATCH1-2" - standing and turning around, with rifle weapon > "GUARD" - standing still, like on guard with hands behing the body > "LISTEN_BRIEFING" - standing still, hands behind back, recieving briefing / commands, no rifle. > "LEAN_ON_TABLE" - standing while leaning on the table > "LEAN" - standing while leaning (on wall) > "BRIEFING" - standing, playing ambient briefing loop with occasional random moves > "BRIEFING_POINT_LEFT" - contains 1 extra pointing animation, pointing left & high > "BRIEFING_POINT_RIGHT" - contains 1 extra pointing animation, pointing right & high > "BRIEFING_POINT_TABLE" - contains 1 extra pointing animation, pointing front & low, like at table > "SIT1-3" - sitting on chair or bench, with rifle weapon > "SIT_U1-3" - sitting on chair or bench, without weapon > "SIT_AT_TABLE" - sitting @ table, hands on table > "SIT_HIGH1-2" - sitting on taller objects like a table or wall, legs not touching the ground. Needs a rifle! > "SIT_LOW" - sitting on the ground, with weapon. > "SIT_LOW_U" - sitting on the ground, without weapon. > "SIT_SAD1-2" - sitting on a chair, looking very sad. > "KNEEL" - kneeling, with weapon. > "PRONE_INJURED_U1-2" - laying wounded, back on the ground, wothout weapon > "PRONE_INJURED" - laying wounded & still, back on the ground, with or without weapon > "KNEEL_TREAT" - kneeling while treating the wounded > "REPAIR_VEH_PRONE" - repairing vehicle while laying on the ground (under the vehicle) > "REPAIR_VEH_KNEEL" - repairing vehicle while kneeling (like changing a wheel) > "REPAIR_VEH_STAND" - repairing/cleaning a vehicle while standing 2: STRING - equipment level id, describing how heavily is the unit equipped. > "NONE" - no goggles, headgear, vest, weapon > "LIGHT" - no goggles, headgear, vest > "MEDIUM" - no goggles, headgear > "FULL" - no goggles > "ASIS" - no touches to the gear > "RANDOM" (default) - gear is randomized according to the animation set 3: OBJECT - object unit to snap to; function won't try to search for the closest snappoint and will use this snappoint instead 4: BOOL - function will try to interpolate into the ambient animation, if the interpolateTo link exists - it is not officialy supported, so it's disabled by default - works only for transitions from (some) default A3 stances to sets "STAND", "SIT_LOW" and "KNEEL" Returns: - Example: [this,"SIT_HIGH2"] call BIS_fnc_ambientAnim; */ //surpress the debuglog output
- Execution:
- call
- Groups:
- Uncategorised
Syntax
- Syntax:
- [] call BIS_fnc_ambientAnim;
- Parameters:
- parameter: Type - (Optional, default defValue) description
- Return Value:
- Return value needed
Examples
- Example 1:
Additional Information
- See also:
- See also needed
Notes
-
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