BIS fnc ambientAnimCombat: Difference between revisions
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{{Feature | Informative | Animations can be cancelled using {{ic|_unit [[call]] '''BIS_fnc_ambientAnim__terminate'''}}.}} | {{Feature | Informative | Animations can be cancelled using {{ic|_unit [[call]] '''BIS_fnc_ambientAnim__terminate'''}}.}} | ||
|s1=[unit, animationSet, equipmentLevel, condition, behaviour] call [[BIS_fnc_ambientAnimCombat]] | |s1= [unit, animationSet, equipmentLevel, condition, behaviour] call [[BIS_fnc_ambientAnimCombat]] | ||
|p1= unit: [[Object]] - Unit where the animations will be played | |p1= unit: [[Object]] - Unit where the animations will be played |
Revision as of 23:11, 12 July 2022
Description
- Description:
- Play set of ambient animations on given unit AND allows the unit to leave the ambient state and engage enemy or move away.
- Execution:
- call
- Groups:
- Ambient
Syntax
- Syntax:
- [unit, animationSet, equipmentLevel, condition, behaviour] call BIS_fnc_ambientAnimCombat
- Parameters:
- unit: Object - Unit where the animations will be played
- animationSet: String - (Optional, default "STAND") The animation set to play. Possible values are:
- "STAND"
- "STAND_IA"
- "SIT_LOW"
- "KNEEL"
- "LEAN"
- "WATCH"
- "WATCH1"
- "WATCH2"
- equipmentLevel: String - (Optional, default "RANDOM") The equipment level of the unit. Possible values are:
- "NONE"
- "LIGHT"
- "MEDIUM"
- "FULL"
- "ASIS"
- "RANDOM"
- condition: Code or String - (Optional, default
{ false }
) condition that if true frees the unit from the animation loop - behaviour: String - (Optional, default "COMBAT") behaviour the unit should go to, when freed. Default "COMBAT"
- Return Value:
- Nothing
Examples
- Example 1:
[_unit, "STAND", "FULL", { (player distance _this) < 5 }] call BIS_fnc_ambientAnimCombat;
Additional Information
- See also:
- BIS_fnc_ambientAnim
Notes
-
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