animationState: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - " *\| *([Cc]omments|COMMENTS|Game|[Gg]ame [Nn]ame|Game [Vv]ersion|Game Version \(number surrounded by NO SPACES\)|Multiplayer Arguments \("local" or "global"\)|Multiplayer Effects \("local" or "global"\)|Multiplayer Execution \("serv...) |
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{{Command | {{Command | ||
| arma1 | | arma1 | ||
|1.00 | |1.00 | ||
|arg= global |Multiplayer Arguments= | |arg= global |Multiplayer Arguments= | ||
|gr1= Animations | |gr1= Animations | ||
| Returns the name of a unit's current primary animation. Seems to be forced to lower case in Arma 3.<br> | | Returns the name of a unit's current primary animation. Seems to be forced to lower case in Arma 3.<br> | ||
{{Informative|This command is only for a man unit, other units such as animals cannot use this command.}} | {{Informative|This command is only for a man unit, other units such as animals cannot use this command.}} | ||
| '''animationState''' unitName | | '''animationState''' unitName | ||
|p1= unitName: [[Object]] | |p1= unitName: [[Object]] | ||
| [[String]] | | [[String]] | ||
|x1= <code>_state = [[animationState]] [[player]];</code> | |x1= <code>_state = [[animationState]] [[player]];</code> | ||
| mp = 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. |= Multiplayer | | mp = 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. |= Multiplayer | ||
| [[switchMove]], [[playMove]], [[BIS_fnc_ambientAnimGetParams]] | | [[switchMove]], [[playMove]], [[BIS_fnc_ambientAnimGetParams]] | ||
}} | }} |
Revision as of 00:02, 18 January 2021
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:
- Animations
Syntax
Examples
- Example 1:
_state = animationState player;
Additional Information
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"