BIS fnc ambientAnimCombat: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
No edit summary
m (typo)
Line 36: Line 36:
*RANDOM
*RANDOM
|= Paramter 3
|= Paramter 3
|p4= Condition [[CODE]] or [[String]] - optional - condition that if true frees the unit from the animation loop |= Parameter 4
|p4= Condition [[Code]] or [[String]] - optional - condition that if true frees the unit from the animation loop |= Parameter 4
|p5= Behaviour [[String]] - optional -  behaviour the unit should go to, when freed. Default "COMBAT"
|p5= Behaviour [[String]] - optional -  behaviour the unit should go to, when freed. Default "COMBAT"



Revision as of 01:30, 17 June 2018


Hover & click on the images for description

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. Template:note
Execution:
call
Groups:
Uncategorised

Syntax

Syntax:
[unit, animationset, equipmentlevel, condition, behaviour] call BIS_fnc_ambientAnimCombat;
Parameters:
Unit Object - Unit where the animations will be played
Animation-Set String - The animationset to play
Possible values are:
  • STAND
  • STAND_IA
  • SIT_LOW
  • KNEEL
  • LEAN
  • WATCH
  • WATCH1
  • WATCH2
Equipment-Level String - The equipment level of the unit
Possible values are:
  • NONE
  • LIGHT
  • MEDIUM
  • FULL
  • ASIS
  • RANDOM
Condition Code or String - optional - condition that if true frees the unit from the animation loop
Behaviour String - optional - behaviour the unit should go to, when freed. Default "COMBAT"
Return Value:
None

Examples

Example 1:
[_unit,"STAND","FULL",{(player distance _this) < 5}] call BIS_fnc_ambientAnimCombat;

Additional Information

See also:
BIS_fnc_ambientAnim

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

Bottom Section