BIS fnc ambientAnim: Difference between revisions

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| 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.

Revision as of 12:26, 11 April 2021

Hover & click on the images for description

Description

Description:
Description needed
Execution:
call
Groups:
Ambient

Syntax

Syntax:
Syntax needed
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:
Return value needed

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
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



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.