animationState: Difference between revisions

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<dl class="command_description">
<dd class="notedate">Posted on August 13, 2019 - 07:44 (UTC)</dd>
<dt class="note">[[User:POLPOX|POLPOX]]</dt>
<dd class="note">
In case you need to get the animation name including upper cases:
<code>configName (configFile >> getText (configFile >> "CfgVehicles" >> typeOf _unit >> "moves") >> "States" >> (animationState _unit)) //e.g. "AmovPercMstpSrasWrflDnon"</code>
Opposite to regular animationState return value:
<code>animationState _unit //e.g. "amovpercmstpsraswrfldnon"</code>
</dd>
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Revision as of 08:44, 13 August 2019

-wrong parameter ("Arma") defined!-1.00
Hover & click on the images for description

Description

Description:
Returns the name of a unit's current primary animation. Seems to be forced to lower case in Arma 3.
Multiplayer:
When executed on a client, this command only returns accurate results when the target unit is within sight of the client. When executed on a dedicated server, the returned value is accurate.
Groups:
Uncategorised

Syntax

Syntax:
animationState unitName
Parameters:
unitName: Object
Return Value:
String

Examples

Example 1:
_state = animationState player;

Additional Information

See also:
switchMoveplayMoveBIS_fnc_ambientAnimGetParams

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

Notes

Posted on August 22, 2014 - 23:30
ffur2007slx2_5
(A3 1.26) To sort animation state by keyword, use BIS_fnc_ambientAnimGetParams ("KNEEL" call BIS_fnc_ambientAnimGetParams) select 0; //return: ["amovpknlmstpslowwrfldnon"…] Useful keywords are: "STAND", "WATCH", "GUARD", "LISTEN_BRIEFING", "LEAN_ON_TABLE", "LEAN", "SIT_AT_TABLE", "KNEEL", "PRONE_INJURED", "BRIEFING" ect.

Bottom Section

Posted on August 13, 2019 - 07:44 (UTC)
POLPOX
In case you need to get the animation name including upper cases: configName (configFile >> getText (configFile >> "CfgVehicles" >> typeOf _unit >> "moves") >> "States" >> (animationState _unit)) //e.g. "AmovPercMstpSrasWrflDnon" Opposite to regular animationState return value: animationState _unit //e.g. "amovpercmstpsraswrfldnon"