BIS fnc ambientAnim: Difference between revisions
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____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| | | Play set of ambient animations on given unit. |= Description | ||
____________________________________________________________________________________________ | |||
| [unit, animationset, equipmentlevel, snaptoObject, interpolate] call '''BIS_fnc_ambientAnim''' |= Syntax | |||
| | |p1= Unit [[Object]] - Unit where the animations will be played |= Parameter 1 | ||
|p2= Animation-Set [[String]] - The animationset to play <br> | |||
Possible values are: (Some values are missing becouse some of them do the same animations: "STAND" is the same as "STAND1") | |||
*STAND1 | |||
*STAND2 | |||
*STAND_U1 | |||
*STAND_U2 | |||
*STAND_U3 | |||
*WATCH | |||
*WATCH2 | |||
*GUARD | |||
*LISTEN_BRIEFING | |||
*LEAN_ON_TABLE | |||
*LEAN | |||
*SIT_AT_TABLE | |||
*SIT1 | |||
*SIT | |||
*SIT3 | |||
*SIT_U1 | |||
*SIT_U2 | |||
*SIT_U3 | |||
*SIT_HIGH1 | |||
*SIT_HIGH | |||
*SIT_LOW | |||
*SIT_LOW_U | |||
*SIT_SAD1 | |||
*SIT_SAD2 | |||
*KNEEL | |||
*REPAIR_VEH_PRONE | |||
*REPAIR_VEH_KNEEL | |||
*REPAIR_VEH_STAND | |||
*PRONE_INJURED_U1 | |||
*PRONE_INJURED_U2 | |||
*PRONE_INJURED | |||
*KNEEL_TREAT | |||
*KNEEL_TREAT2 | |||
*BRIEFING | |||
*BRIEFING_POINT_LEFT | |||
*BRIEFING_POINT_RIGHT | |||
*BRIEFING_POINT_TABLE | |||
|= Parameter 2 | |||
|p3= EquipmentLevel [[String]] - The equipment level of the unit <br> | |||
Possible values: | |||
*NONE | |||
*LIGHT | |||
*MEDIUM | |||
*FULL | |||
*RANDOM | |||
|= Parameter 3 | |||
|p4= snapToObject [[Object]] - Optional - The object where the unit will be snapped to |= Parameter 4 | |||
|p5= interpolate [[Bool]] - Optional - Should try to interpolate into the ambient animation. Works only for some default stances | |||
| |= Return value | | None |= Return value | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
|x1= <code></code> |= | |x1= <code>[player, "STAND1", "NONE"] call BIS_fnc_ambientAnim;</code> |= Example 1 | ||
|x2= <code>[_unit, "SIT", "NONE"] call BIS_fnc_ambientAnim;</code> | |||
Will search for a chair within 2 meters around the unit and will "place" the unit on it |=Example 2 | |||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
Revision as of 20:12, 28 July 2016
Description
- Description:
- Play set of ambient animations on given unit.
- Execution:
- call
- Groups:
- Uncategorised
Syntax
- Syntax:
- [unit, animationset, equipmentlevel, snaptoObject, interpolate] call BIS_fnc_ambientAnim
- Parameters:
- Unit Object - Unit where the animations will be played
- Animation-Set String - The animationset to play
Possible values are: (Some values are missing becouse some of them do the same animations: "STAND" is the same as "STAND1")- STAND1
- STAND2
- STAND_U1
- STAND_U2
- STAND_U3
- WATCH
- WATCH2
- GUARD
- LISTEN_BRIEFING
- LEAN_ON_TABLE
- LEAN
- SIT_AT_TABLE
- SIT1
- SIT
- SIT3
- SIT_U1
- SIT_U2
- SIT_U3
- SIT_HIGH1
- SIT_HIGH
- SIT_LOW
- SIT_LOW_U
- SIT_SAD1
- SIT_SAD2
- KNEEL
- REPAIR_VEH_PRONE
- REPAIR_VEH_KNEEL
- REPAIR_VEH_STAND
- PRONE_INJURED_U1
- PRONE_INJURED_U2
- PRONE_INJURED
- KNEEL_TREAT
- KNEEL_TREAT2
- BRIEFING
- BRIEFING_POINT_LEFT
- BRIEFING_POINT_RIGHT
- BRIEFING_POINT_TABLE
- EquipmentLevel String - The equipment level of the unit
Possible values:- NONE
- LIGHT
- MEDIUM
- FULL
- RANDOM
- snapToObject Object - Optional - The object where the unit will be snapped to
- interpolate Bool - Optional - Should try to interpolate into the ambient animation. Works only for some default stances
- Return Value:
- None
Examples
- Example 1:
[player, "STAND1", "NONE"] call BIS_fnc_ambientAnim;
- Example 2:
[_unit, "SIT", "NONE"] call BIS_fnc_ambientAnim;
Will search for a chair within 2 meters around the unit and will "place" the unit on it
Additional Information
- See also:
- See also needed
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 February 19, 2016 - 04:24
- Pierre MGI
- In 3den editor, place a blufor unit (B_soldier_A_F) near a camping chair (land_campingChair_V2_F).
In init field of the unit:
[this,"SIT2"] call BIS_fnc_ambientAnim;
When this unit is aware of a threat, he will quit the "ambient animation" and will able to return fire.
0 = this spawn {waitUntil {behaviour _this == "combat"};
_this call BIS_fnc_ambientAnim__terminate;}