animationState: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "</dd> </dl>" to "</dd> </dl>") |
Lou Montana (talk | contribs) m (Text replacement - "\| *(arg|eff|mp|serverExec|gr[0-9]) *= *(.*) * *\|([^=]{12})" to "|$1=$2 |descr=$3") |
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|gr1= Animations | |gr1= Animations | ||
| Returns the name of a unit's current primary animation. Seems to be forced to lower case in Arma 3.<br> | |descr= Returns the name of a unit's current primary animation. Seems to be forced to lower case in Arma 3.<br> | ||
{{Feature|Informative|This command is only for a man unit, other units such as animals cannot use this command.}} | {{Feature|Informative|This command is only for a man unit, other units such as animals cannot use this command.}} | ||
Revision as of 20:55, 13 June 2021
Description
- Description:
- Returns the name of a unit's current primary animation. Seems to be forced to lower case in Arma 3.
- Multiplayer:
- When executed on a client, this command only returns accurate results when the target unit is within sight of the client. When executed on a dedicated server, the returned value is accurate.
- Groups:
- Animations
Syntax
Examples
- Example 1:
_state = animationState player;
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 August 22, 2014 - 23:30
- ffur2007slx2_5
- (A3 1.26) To sort animation state by keyword, use BIS_fnc_ambientAnimGetParams
("KNEEL" call BIS_fnc_ambientAnimGetParams) select 0; //return: ["amovpknlmstpslowwrfldnon"…]
Useful keywords are: "STAND", "WATCH", "GUARD", "LISTEN_BRIEFING", "LEAN_ON_TABLE", "LEAN", "SIT_AT_TABLE", "KNEEL", "PRONE_INJURED", "BRIEFING" ect.
- Posted on August 13, 2019 - 07:44 (UTC)
- POLPOX
-
In case you need to get the animation name including upper cases:
configName (configFile >> getText (configFile >> "CfgVehicles" >> typeOf _unit >> "moves") >> "States" >> (animationState _unit)) //e.g. "AmovPercMstpSrasWrflDnon"
Opposite to regular animationState return value:animationState _unit //e.g. "amovpercmstpsraswrfldnon"