BIS fnc ambientAnimCombat: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "<code>([^>]+)<\/code>" to "<sqf>$1</sqf>") |
Lou Montana (talk | contribs) m (Text replacement - "(\|[pr][0-9]+ *= *[^- ]*) *- *U([a-z ])" to "$1 - u$2") |
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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 | | {{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]] - | |p1= unit: [[Object]] - unit where the animations will be played | ||
|p2= animationSet: [[String]] - (Optional, default "STAND") | |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") | |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 { | |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", { ( | |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
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.
- 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:
Additional Information
- See also:
- BIS_fnc_ambientAnim
Notes
-
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