BIS fnc ambientAnimCombat: Difference between revisions

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|descr= Play set of ambient animations on given unit AND allows the unit to leave the ambient state and engage enemy or move away.
|descr= Play set of ambient animations on given unit AND allows the unit to leave the ambient state and engage enemy or move away.
{{Feature | Informative | Animations can be cancelled using {{ic|_unit [[call]] '''BIS_fnc_ambientAnim__terminate'''}}.}}
{{Feature|informative|Animations can be cancelled using <sqf inline>_unit call BIS_fnc_ambientAnim__terminate</sqf>.}}


|s1= [unit, animationSet, equipmentLevel, condition, behaviour] call [[BIS_fnc_ambientAnimCombat]]
|s1= [unit, animationSet, equipmentLevel, condition, behaviour] call [[BIS_fnc_ambientAnimCombat]]


|p1= unit: [[Object]] - Unit where the animations will be played
|p1= unit: [[Object]] - unit where the animations will be played


|p2= animationSet: [[String]] - (Optional, default "STAND") The animation set to play. Possible values are:
|p2= animationSet: [[String]] - (Optional, default "STAND") the animation set to play. Possible values are:
* "STAND"
* "STAND"
* "STAND_IA"
* "STAND_IA"
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* "WATCH2"
* "WATCH2"


|p3= equipmentLevel: [[String]] - (Optional, default "RANDOM") The equipment level of the unit. Possible values are:
|p3= equipmentLevel: [[String]] - (Optional, default "RANDOM") the equipment level of the unit. Possible values are:
* "NONE"
* "NONE"
* "LIGHT"
* "LIGHT"
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* "RANDOM"
* "RANDOM"


|p4= condition: [[Code]] or [[String]] - (Optional, default {{ic|{ [[false]] <nowiki>}</nowiki>}}) condition that if true frees the unit from the animation loop
|p4= condition: [[Code]] or [[String]] - (Optional, default <sqf inline>{ false }</sqf>) condition that if true frees the unit from the animation loop


|p5= behaviour: [[String]] - (Optional, default "COMBAT") behaviour the unit should go to, when freed. Default "COMBAT"
|p5= behaviour: [[String]] - (Optional, default "COMBAT") behaviour the unit should go to, when freed. Default "COMBAT"
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|r1= [[Nothing]]
|r1= [[Nothing]]


|x1= <sqf>[_unit, "STAND", "FULL", { ([[player]] [[distance]] _this) < 5 }] [[call]] [[BIS_fnc_ambientAnimCombat]];</sqf>
|x1= <sqf>[_unit, "STAND", "FULL", { (player distance _this) < 5 }] call BIS_fnc_ambientAnimCombat;</sqf>


|seealso= [[BIS_fnc_ambientAnim]]
|seealso= [[BIS_fnc_ambientAnim]]
}}
}}

Latest revision as of 15:52, 8 November 2023

Hover & click on the images for description

Description

Description:
Play set of ambient animations on given unit AND allows the unit to leave the ambient state and engage enemy or move away.
Animations can be cancelled using _unit call BIS_fnc_ambientAnim__terminate.
Execution:
call
Groups:
Ambient

Syntax

Syntax:
[unit, animationSet, equipmentLevel, condition, behaviour] call BIS_fnc_ambientAnimCombat
Parameters:
unit: Object - unit where the animations will be played
animationSet: String - (Optional, default "STAND") the animation set to play. Possible values are:
  • "STAND"
  • "STAND_IA"
  • "SIT_LOW"
  • "KNEEL"
  • "LEAN"
  • "WATCH"
  • "WATCH1"
  • "WATCH2"
equipmentLevel: String - (Optional, default "RANDOM") the equipment level of the unit. Possible values are:
  • "NONE"
  • "LIGHT"
  • "MEDIUM"
  • "FULL"
  • "ASIS"
  • "RANDOM"
condition: Code or String - (Optional, default { false }) condition that if true frees the unit from the animation loop
behaviour: String - (Optional, default "COMBAT") behaviour the unit should go to, when freed. Default "COMBAT"
Return Value:
Nothing

Examples

Example 1:
[_unit, "STAND", "FULL", { (player distance _this) < 5 }] call BIS_fnc_ambientAnimCombat;

Additional Information

See also:
BIS_fnc_ambientAnim

Notes

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