BIS fnc ambientAnim: Difference between revisions
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{{RV|type=function | |||
|game1= arma3 | |||
|version1= 1.00 | |||
| | |gr1= Ambient | ||
| | |descr= Play set of ambient animations on given unit. If the unit should react to combat, use [[BIS_fnc_ambientAnimCombat]] instead. | ||
{{Feature|informative|Animations can be cancelled using <sqf inline>_unit call BIS_fnc_ambientAnim__terminate</sqf>.}} | |||
| | |s1= [unit, animationSet, equipmentLevel, snapTo, interpolate, attachToLogic] call [[BIS_fnc_ambientAnim]] | ||
| | |p1= unit: [[Object]] - unit that will play the animations | ||
|= | |p2= animationSet: [[String]] - the animation set to play. Possible values: | ||
{{{!}} | |||
{{!}}+ style="caption-side: bottom" {{!}} ''some values are missing due to duplicate results, e.g "STAND" does the same as "STAND1"'' | |||
{{!}}- style="vertical-align: top" | |||
{{!}} | |||
* 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 | |||
{{!}}} | |||
| | |p3= equipmentLevel: [[String]] - the equipment level of the unit. Possible values: | ||
* NONE | |||
* LIGHT | |||
* MEDIUM | |||
* FULL | |||
* ASIS | |||
* RANDOM | |||
Possible values: | |||
*NONE | |||
*LIGHT | |||
*MEDIUM | |||
*FULL | |||
*ASIS | |||
*RANDOM | |||
|p4= snapTo: [[Object]] - (Optional, default [[objNull]]) the object where the unit will be snapped to | |||
| | |p5= interpolate: [[Boolean]] - (Optional, default [[false]]) should try to interpolate into the ambient animation. Works only for some default stances | ||
| | |p6= attachToLogic: [[Boolean]] - (Optional, default [[true]]) [[true]] to [[attachTo|attach]] the unit to the created logic object, forcing it in one position | ||
| [[ | |r1= [[Nothing]] | ||
|x1= <sqf>[player, "STAND1", "ASIS"] call BIS_fnc_ambientAnim;</sqf> | |||
|x2= <sqf> | |||
// will search for a chair within 2 meters around the unit and will place the unit on it | |||
[_unit, "SIT", "NONE"] call BIS_fnc_ambientAnim; | |||
</sqf> | |||
|seealso= [[BIS_fnc_ambientAnimCombat]] [[BIS_fnc_ambientAnimGetParams]] | |||
}} | }} | ||
{{Note | |||
|user= PierreMGI | |||
|timestamp= 20160219042400 | |||
|text= In 3den editor, place a blufor unit (B_soldier_A_F) near a camping chair (land_campingChair_V2_F).<br> | |||
In init field of the unit:<br> | In init field of the unit:<br> | ||
< | <sqf> | ||
[this, "SIT2"] call BIS_fnc_ambientAnim; | |||
0 = this spawn { | |||
waitUntil { behaviour _this == "combat"}; | |||
_this call BIS_fnc_ambientAnim__terminate; | |||
}; | |||
</sqf> | |||
When this unit is aware of a threat, he will quit the "ambient animation" and will able to return fire.<br> | When this unit is aware of a threat, he will quit the "ambient animation" and will able to return fire.<br> | ||
Note: | Note: [[BIS_fnc_ambientAnimCombat]] doesn't need this script but the list of animations is limited. | ||
}} | |||
{{Note | |||
|user= PierreMGI | |||
|timestamp= 20160808013700 | |||
|text= To make this command working in MP (hosted server tested) | |||
<sqf> | |||
[this, "SIT2"] call BIS_fnc_ambientAnim; // wrong! the first JIP will throw the unit to position [0,0,0] | |||
if (isServer) then { [this, "SIT2"] call BIS_fnc_ambientAnim; }; // wrong! only player located on server will see the animation | |||
if (local this) then { [this, "SIT2"] call BIS_fnc_ambientAnim; }; // OK, best way | |||
if (isServer) then { [this, "SIT2"] remoteExecCall ["BIS_fnc_ambientAnim"]; }; // OK | |||
</sqf> | |||
}} | |||
{{Note | |||
|user= Icaruk | |||
|timestamp= 20160811163300 | |||
|text= Be careful using this function multiple times on MP, it creates a Logic using [[createUnit]] (which is global).<br> | |||
If you use it on 20 units, 20 additional logics will be created. | |||
}} | |||
Be careful using this function multiple times on MP, it | |||
If you use it on 20 units, 20 additional | |||
Latest revision as of 13:38, 27 July 2022
Description
- Description:
- Play set of ambient animations on given unit. If the unit should react to combat, use BIS_fnc_ambientAnimCombat instead.
- Execution:
- call
- Groups:
- Ambient
Syntax
- Syntax:
- [unit, animationSet, equipmentLevel, snapTo, interpolate, attachToLogic] call BIS_fnc_ambientAnim
- Parameters:
- unit: Object - unit that will play the animations
- animationSet: String - the animation set to play. Possible values:
some values are missing due to duplicate results, e.g "STAND" does 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
- snapTo: Object - (Optional, default objNull) the object where the unit will be snapped to
- interpolate: Boolean - (Optional, default false) should try to interpolate into the ambient animation. Works only for some default stances
- attachToLogic: Boolean - (Optional, default true) true to attach the unit to the created logic object, forcing it in one position
- Return Value:
- Nothing
Examples
- Example 1:
- Example 2:
- // will search for a chair within 2 meters around the unit and will place the unit on it [_unit, "SIT", "NONE"] call BIS_fnc_ambientAnim;
Additional Information
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 Feb 19, 2016 - 04:24 (UTC)
-
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:
When this unit is aware of a threat, he will quit the "ambient animation" and will able to return fire.
Note: BIS_fnc_ambientAnimCombat doesn't need this script but the list of animations is limited.
- Posted on Aug 08, 2016 - 01:37 (UTC)
-
To make this command working in MP (hosted server tested)
[this, "SIT2"] call BIS_fnc_ambientAnim; // wrong! the first JIP will throw the unit to position [0,0,0] if (isServer) then { [this, "SIT2"] call BIS_fnc_ambientAnim; }; // wrong! only player located on server will see the animation if (local this) then { [this, "SIT2"] call BIS_fnc_ambientAnim; }; // OK, best way if (isServer) then { [this, "SIT2"] remoteExecCall ["BIS_fnc_ambientAnim"]; }; // OK
- Posted on Aug 11, 2016 - 16:33 (UTC)
-
Be careful using this function multiple times on MP, it creates a Logic using createUnit (which is global).
If you use it on 20 units, 20 additional logics will be created.