BIS fnc ambientAnim: Difference between revisions
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{{Function|Comments= | {{Function|Comments= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
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____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| Play set of ambient animations on given unit. |DESCRIPTION= | | Play set of ambient animations on given unit. If the unit should react to combat, use [[BIS_fnc_ambientAnimCombat]] instead. | ||
{{Informative | Animations can be cancelled using {{Inline code|_unit [[call]] '''BIS_fnc_ambientAnim__terminate'''}}.}} |DESCRIPTION= | |||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| [unit, | | [unit, animationSet, equipmentLevel, snapTo, interpolate, attachToLogic] call [[BIS_fnc_ambientAnim]] |SYNTAX= | ||
|p1= unit: [[Object]] - unit that will play the animations |PARAMETER1= | |||
|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 | |||
{{!}}} |PARAMETER2= | |||
|p3= equipmentLevel: [[String]] - the equipment level of the unit. Possible values: | |||
* NONE | |||
* LIGHT | |||
* MEDIUM | |||
* FULL | |||
* ASIS | |||
* RANDOM |PARAMETER3= | |||
| | |p4= snapTo: [[Object]] - (Optional, default [[objNull]]) the object where the unit will be snapped to |PARAMETER4= | ||
| | |p5= interpolate: [[Boolean]] - (Optional, default [[false]]) should try to interpolate into the ambient animation. Works only for some default stances |PARAMETER5= | ||
|p6= attachToLogic: [[Boolean]] - (Optional, default [[true]]) [[true]] to [[attachTo|attach]] the unit to the created logic object, forcing it in one position |PARAMETER6= | |||
| | | [[Nothing]] |RETURNVALUE= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
|x1= <code>[player, "STAND1", " | |x1= <code><nowiki>[</nowiki>[[player]], "STAND1", "ASIS"] [[call]] [[BIS_fnc_ambientAnim]];</code> |EXAMPLE1= | ||
|x2= <code>[_unit, "SIT", "NONE"] [[call]] [[BIS_fnc_ambientAnim]];</code> | |||
|x2= <code>{{cc|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]];</code> |EXAMPLE2= | |||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| [[BIS_fnc_ambientAnimCombat]], [[BIS_fnc_ambientAnimGetParams]] |SEEALSO= | | [[BIS_fnc_ambientAnimCombat]], [[BIS_fnc_ambientAnimGetParams]] |SEEALSO= | ||
}} | }} | ||
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<!-- Note Section BEGIN --> | <!-- Note Section BEGIN --> | ||
<dd class="notedate">Posted on February 19, 2016 - 04:24 | <dd class="notedate">Posted on February 19, 2016 - 04:24 | ||
<dt class="note"> | <dt class="note">[[User:Pierre MGI|Pierre MGI]] | ||
<dd class="note">In 3den editor, place a blufor unit (B_soldier_A_F) near a camping chair (land_campingChair_V2_F).<br> | <dd class="note">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> | ||
<code>[this,"SIT2"] [[call]] [[BIS_fnc_ambientAnim]];<br>0 = this [[spawn]] {[[waitUntil]] {[[behaviour]] _this == "combat"}; | <code>[this, "SIT2"] [[call]] [[BIS_fnc_ambientAnim]];<br>0 = this [[spawn]] {[[waitUntil]] {[[behaviour]] _this == "combat"}; | ||
_this [[call]] BIS_fnc_ambientAnim__terminate;}</code> | |||
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. | ||
<dd class="notedate">Posted on August 08, 2016 - 01:37 | <dd class="notedate">Posted on August 08, 2016 - 01:37 | ||
<dt class="note"> | <dt class="note">[[User:Pierre MGI|Pierre MGI]] | ||
<dd class="note">To make this command working in MP (hosted server tested) | <dd class="note">To make this command working in MP (hosted server tested) | ||
<code>[this,"SIT2"] [[call]] [[BIS_fnc_ambientAnim]]; | <code>[this, "SIT2"] [[call]] [[BIS_fnc_ambientAnim]]; {{cc|wrong! the first JIP will throw the unit to position [0,0,0]}} | ||
[[if]] ([[isServer]]) [[then]] {[this,"SIT2"] [[call]] [[BIS_fnc_ambientAnim]]} | [[if]] ([[isServer]]) [[then]] { [this, "SIT2"] [[call]] [[BIS_fnc_ambientAnim]]; }; {{cc|wrong! only player located on server will see the animation}} | ||
[[if]] ([[local]] this) [[then]] {[this,"SIT2"] [[call]] [[BIS_fnc_ambientAnim]]} | [[if]] ([[local]] this) [[then]] { [this, "SIT2"] [[call]] [[BIS_fnc_ambientAnim]]; }; {{cc|OK, best way}} | ||
[[if]] ([[isServer]]) [[then]] { [[this,"SIT2"],[[BIS_fnc_ambientAnim]] ] [[remoteExec]] ["call"] }; | [[if]] ([[isServer]]) [[then]] { <nowiki>[</nowiki>[this, "SIT2"], [[BIS_fnc_ambientAnim]]] [[remoteExec]] ["call"]; }; {{cc|OK}}</code> | ||
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[[Category:Functions|{{uc:ambientAnim}}]] | [[Category:Functions|{{uc:ambientAnim}}]] | ||
[[Category:{{Name|arma3}}: Functions|{{uc:ambientAnim}}]] | [[Category:{{Name|arma3}}: Functions|{{uc:ambientAnim}}]] | ||
<!-- CONTINUE Notes --> | <!-- CONTINUE Notes --> | ||
Line 126: | Line 121: | ||
<dt class="note">[[User:Icaruk|Icaruk]]</dt> | <dt class="note">[[User:Icaruk|Icaruk]]</dt> | ||
<dd class="note"> | <dd class="note"> | ||
Be careful using this function multiple times on MP, it | 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 | If you use it on 20 units, 20 additional logics will be created. | ||
</dd> | </dd> | ||
</dl> | </dl> | ||
<!-- DISCONTINUE Notes --> | <!-- DISCONTINUE Notes --> |
Revision as of 23:59, 7 September 2019
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:
- Uncategorised
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:
[player, "STAND1", "ASIS"] call BIS_fnc_ambientAnim;
- 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
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. - Posted on August 08, 2016 - 01:37
- Pierre MGI
- 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"], BIS_fnc_ambientAnim] remoteExec ["call"]; }; // OK
Bottom Section
- Posted on September 11, 2016 - 16:33 (UTC)
- Icaruk
-
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.