BIS fnc ambientAnimCombat: Difference between revisions
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{{Function|Comments= | |||
{{Function|= | |||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| arma3 | | | arma3 |Game name= | ||
|1.00| | |1.00|Game version= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| Play set of ambient animations on given unit AND allows the unit to leave the ambient state and engage enemy or move away. | | Play set of ambient animations on given unit AND allows the unit to leave the ambient state and engage enemy or move away. | ||
{{note|Animations can be cancelled by calling _unit [[call]] '''BIS_fnc_ambientAnim__terminate'''}} |= | {{note|Animations can be cancelled by calling {{Inline code|_unit [[call]] '''BIS_fnc_ambientAnim__terminate'''}}}} |Description= | ||
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| [unit, animationSet, equipmentLevel, condition, behaviour] call [[BIS_fnc_ambientAnimCombat]] | |||
|p1= unit: [[Object]] - Unit where the animations will be played |Parameter 1= | |||
|p2= animationSet: [[String]] - (Optional, default "STAND") The animation set to play. Possible values are: | |||
* "STAND" | |||
* "STAND_IA" | |||
* "SIT_LOW" | |||
* "KNEEL" | |||
* "LEAN" | |||
* "WATCH" | |||
* "WATCH1" | |||
* "WATCH2" | |||
|Parameter 2= | |||
|p3= equipmentLevel: [[String]] - (Optional, default "RANDOM") The equipment level of the unit. Possible values are: | |||
* "NONE" | |||
* "LIGHT" | |||
* "MEDIUM" | |||
* "FULL" | |||
* "ASIS" | |||
* "RANDOM" | |||
|Paramter 3= | |||
| [ | |p4= condition: [[Code]] or [[String]] - (Optional, default {{Inline code|{ [[false]] <nowiki>}</nowiki>}}) condition that if true frees the unit from the animation loop |Parameter 4= | ||
| | |p5= behaviour: [[String]] - (Optional, default "COMBAT") behaviour the unit should go to, when freed. Default "COMBAT" | ||
| | | [[Nothing]] |Return value= | ||
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|x1= <code>[_unit,"STAND","FULL",{(player distance _this) < 5}] call BIS_fnc_ambientAnimCombat;</code> | | |x1= <code>[_unit, "STAND", "FULL", { ([[player]] [[distance]] [[_this]]) < 5 }] [[call]] [[BIS_fnc_ambientAnimCombat]];</code> |Example 1= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| [[BIS_fnc_ambientAnim]] | | | [[BIS_fnc_ambientAnim]] |See also= | ||
}} | }} | ||
Revision as of 14:01, 4 February 2019
Description
- Description:
- Play set of ambient animations on given unit AND allows the unit to leave the ambient state and engage enemy or move away. Template:note
- Execution:
- call
- Groups:
- Uncategorised
Syntax
- Syntax:
- [unit, animationSet, equipmentLevel, condition, behaviour] call BIS_fnc_ambientAnimCombat
- Parameters:
- unit: Object - Unit where the animations will be played
- animationSet: String - (Optional, default "STAND") The animation set to play. Possible values are:
- "STAND"
- "STAND_IA"
- "SIT_LOW"
- "KNEEL"
- "LEAN"
- "WATCH"
- "WATCH1"
- "WATCH2"
- equipmentLevel: String - (Optional, default "RANDOM") The equipment level of the unit. Possible values are:
- "NONE"
- "LIGHT"
- "MEDIUM"
- "FULL"
- "ASIS"
- "RANDOM"
- condition: Code or String - (Optional, default
{ false }
) condition that if true frees the unit from the animation loop - behaviour: String - (Optional, default "COMBAT") behaviour the unit should go to, when freed. Default "COMBAT"
- Return Value:
- Nothing
Examples
- Example 1:
[_unit, "STAND", "FULL", { (player distance _this) < 5 }] call BIS_fnc_ambientAnimCombat;
Additional Information
- See also:
- BIS_fnc_ambientAnim
Notes
-
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