BIS fnc ambientAnim: Difference between revisions
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*MEDIUM | *MEDIUM | ||
*FULL | *FULL | ||
*ASIS | |||
*RANDOM | *RANDOM | ||
|= Parameter 3 | |= Parameter 3 |
Revision as of 21:18, 30 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
- ASIS
- 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:
- BIS_fnc_ambientAnimCombat
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;}
Note: Bis_fnc_ambientAnimCombat doesn't need this script but the list of animations is limited.
Bottom Section
- Posted on July 28, 2016 - 19:14 (UTC)
- TheBlueFire
- If the unit should react to combat use BIS_fnc_ambientAnimCombat instead