animationState: Difference between revisions
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<dd class="notedate">Posted on August 13, 2019 - 07:44 (UTC)</dd> | <dd class="notedate">Posted on August 13, 2019 - 07:44 (UTC)</dd> |
Revision as of 13:25, 12 June 2021
Description
- Description:
- Description needed
- 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:
- Syntax needed
- Parameters:
- unitName: Object
- Return Value:
- String
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"