animationState: Difference between revisions

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|descr= Returns the name of a unit's current primary animation. Seems to be forced to lower case in {{arma3}}.
|descr= Returns the name of a unit's current primary animation. Seems to be forced to lower case in {{arma3}}.
{{Feature|Informative|This command is only for a man unit, other units such as animals cannot use this command.}}
{{Feature|informative|This command is only for a man unit, other units such as animals cannot use this command.}}


|s1= [[animationState]] unitName
|s1= [[animationState]] unitName
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|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.
|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.


|seealso= [[gestureState]] [[switchMove]] [[playMove]] [[pose]] [[BIS_fnc_ambientAnimGetParams]]
|seealso= [[gestureState]] [[switchMove]] [[playMove]] [[pose]] [[BIS_fnc_ambientAnimGetParams]] [[getUnitMovesInfo]]
}}
}}


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


</dl>
</dl>

Latest revision as of 12:36, 26 February 2024

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.
This command is only for a man unit, other units such as animals cannot use this command.
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

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

Examples

Example 1:
_state = animationState player;

Additional Information

See also:
gestureState switchMove playMove pose BIS_fnc_ambientAnimGetParams getUnitMovesInfo

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
Posted on 2019-08-13 - 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"