animationState: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "<dd class="note">([^}]*)<code>([^<]*)<\/code>" to "<dd class="note">$1<sqf>$2</sqf>") |
Lou Montana (talk | contribs) m (Text replacement - ">Posted on August ([0-9]{2}), ([0-9]{4})" to ">Posted on $2-08-$1") |
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Revision as of 22:59, 13 May 2023
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
- Syntax:
- animationState unitName
- Parameters:
- unitName: Object
- Return Value:
- String
Examples
- Example 1:
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 2019-08-13 - 07:44 (UTC)
- POLPOX
-
In case you need to get the animation name including upper cases:
Opposite to regular animationState return value:configName (configFile >> getText (configFile >> "CfgVehicles" >> typeOf _unit >> "moves") >> "States" >> (animationState _unit)) // e.g. "AmovPercMstpSrasWrflDnon"animationState _unit // e.g. "amovpercmstpsraswrfldnon"
Categories:
- Scripting Commands
- Introduced with Armed Assault version 1.00
- ArmA: Armed Assault: New Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Animations