BIS fnc ambientAnimCombat: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "\{\{( *)Informative( *)\|" to "{{$1Feature$2|$2Informative$2|") |
Lou Montana (talk | contribs) m (Text replacement - "\| *((\[\[[a-zA-Z0-9_ :\\\-\/|()]+\]\],? ?)+) * \}\}" to "|seealso= $1 }}") |
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|x1= <code>[_unit, "STAND", "FULL", { ([[player]] [[distance]] [[_this]]) < 5 }] [[call]] [[BIS_fnc_ambientAnimCombat]];</code> | |x1= <code>[_unit, "STAND", "FULL", { ([[player]] [[distance]] [[_this]]) < 5 }] [[call]] [[BIS_fnc_ambientAnimCombat]];</code> | ||
| [[BIS_fnc_ambientAnim]] | |seealso= [[BIS_fnc_ambientAnim]] | ||
}} | }} |
Revision as of 00:21, 17 February 2021
Description
- Description:
- Description needed
- Execution:
- call
- Groups:
- Ambient
Syntax
- Syntax:
- Syntax needed
- 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:
- Return value needed
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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