BIS fnc ambientAnim: Difference between revisions

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m (Text replacement - " *\| *([Cc]omments|COMMENTS|[Gg]ame [Nn]ame|Game [Vv]ersion|Game Version \(number surrounded by NO SPACES\)|Multiplayer Arguments \("local" or "global"\)|Multiplayer Effects \("local" or "global"\)|Multiplayer Execution \("server" o...)
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{{Function|Comments=
{{Function


| arma3 |Game name=
| arma3


|1.00|Game version=
|1.00


|gr1 = Ambient |GROUP1=
|gr1 = Ambient


| Play set of ambient animations on given unit. If the unit should react to combat, use [[BIS_fnc_ambientAnimCombat]] instead.
| 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=
{{Informative | Animations can be cancelled using {{Inline code|_unit [[call]] '''BIS_fnc_ambientAnim__terminate'''}}.}}


| [unit, animationSet, equipmentLevel, snapTo, interpolate, attachToLogic] call [[BIS_fnc_ambientAnim]] |SYNTAX=
| [unit, animationSet, equipmentLevel, snapTo, interpolate, attachToLogic] call [[BIS_fnc_ambientAnim]]


|p1= unit: [[Object]] - unit that will play the animations |PARAMETER1=
|p1= unit: [[Object]] - unit that will play the animations


|p2= animationSet: [[String]] - the animation set to play. Possible values:
|p2= animationSet: [[String]] - the animation set to play. Possible values:
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* BRIEFING_POINT_RIGHT
* BRIEFING_POINT_RIGHT
* BRIEFING_POINT_TABLE
* BRIEFING_POINT_TABLE
{{!}}} |PARAMETER2=
{{!}}}


|p3= equipmentLevel: [[String]] - the equipment level of the unit. Possible values:
|p3= equipmentLevel: [[String]] - the equipment level of the unit. Possible values:
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* FULL
* FULL
* ASIS
* ASIS
* RANDOM |PARAMETER3=
* RANDOM


|p4= snapTo: [[Object]] - (Optional, default [[objNull]]) the object where the unit will be snapped to |PARAMETER4=
|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 |PARAMETER5=
|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 |PARAMETER6=
|p6= attachToLogic: [[Boolean]] - (Optional, default [[true]]) [[true]] to [[attachTo|attach]] the unit to the created logic object, forcing it in one position


| [[Nothing]] |RETURNVALUE=
| [[Nothing]]


|x1= <code><nowiki>[</nowiki>[[player]], "STAND1", "ASIS"] [[call]] [[BIS_fnc_ambientAnim]];</code> |EXAMPLE1=
|x1= <code><nowiki>[</nowiki>[[player]], "STAND1", "ASIS"] [[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}}
|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=
[_unit, "SIT", "NONE"] [[call]] [[BIS_fnc_ambientAnim]];</code>


| [[BIS_fnc_ambientAnimCombat]], [[BIS_fnc_ambientAnimGetParams]] |SEEALSO=
| [[BIS_fnc_ambientAnimCombat]], [[BIS_fnc_ambientAnimGetParams]]
}}
}}



Revision as of 22:39, 17 January 2021

Hover & click on the images for description

Description

Description:
Play set of ambient animations on given unit. If the unit should react to combat, use BIS_fnc_ambientAnimCombat instead.
Animations can be cancelled using _unit call BIS_fnc_ambientAnim__terminate.
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:
[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

See also:
BIS_fnc_ambientAnimCombatBIS_fnc_ambientAnimGetParams

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;
0 = this spawn {waitUntil {behaviour _this == "combat"}; _this call BIS_fnc_ambientAnim__terminate;}
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 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.