BIS fnc ambientAnim: Difference between revisions

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(Complete redo of function)
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| <pre>/*
| Play set of ambient animations on given unit. |= Description
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Description:
| [unit, animationset, equipmentlevel, snaptoObject, interpolate] call '''BIS_fnc_ambientAnim''' |= Syntax
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
</pre><small>''(Placeholder description extracted from the function header by [[BIS_fnc_exportFunctionsToWiki]])''</small> |= Description
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| <!-- [] 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


|p1= |= Parameter 1


| |= Return value
| None |= Return value
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|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
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Revision as of 20:12, 28 July 2016


Hover & click on the images for description

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;
0 = this spawn {waitUntil {behaviour _this == "combat"};
_this call BIS_fnc_ambientAnim__terminate;}
When this unit is aware of a threat, he will quit the "ambient animation" and will able to return fire.

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