BIS fnc ambientAnim: Difference between revisions
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(fix example (change remoteExec ["call"] to remoteExecCall ["fnc"])) |
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[[if]] ([[isServer]]) [[then]] { [this, "SIT2"] [[call]] [[BIS_fnc_ambientAnim]]; }; {{cc|wrong! only player located on server will see the animation}} | [[if]] ([[isServer]]) [[then]] { [this, "SIT2"] [[call]] [[BIS_fnc_ambientAnim]]; }; {{cc|wrong! only player located on server will see the animation}} | ||
[[if]] ([[local]] this) [[then]] { [this, "SIT2"] [[call]] [[BIS_fnc_ambientAnim]]; }; {{cc|OK, best way}} | [[if]] ([[local]] this) [[then]] { [this, "SIT2"] [[call]] [[BIS_fnc_ambientAnim]]; }; {{cc|OK, best way}} | ||
[[if]] ([[isServer]]) [[then]] { [<nowiki/>[this, "SIT2"] | [[if]] ([[isServer]]) [[then]] { [<nowiki/>[this, "SIT2"] [[remoteExecCall]] ["BIS_fnc_ambientAnim"]; }; {{cc|OK}}</code> | ||
<dt></dt> | <dt></dt> |
Revision as of 03:46, 17 April 2022
Description
- Description:
- Play set of ambient animations on given unit. If the unit should react to combat, use BIS_fnc_ambientAnimCombat instead.
- Execution:
- call
- Groups:
- Ambient
Syntax
- Syntax:
- [unit, animationSet, equipmentLevel, snapTo, interpolate, attachToLogic] call BIS_fnc_ambientAnim
- Parameters:
- unit: Object - unit that will play the animations
- animationSet: String - the animation set to play. Possible values:
some values are missing due to duplicate results, e.g "STAND" does the same as "STAND1" - STAND1
- STAND2
- STAND_U1
- STAND_U2
- STAND_U3
- WATCH
- WATCH2
- GUARD
- LISTEN_BRIEFING
- LEAN_ON_TABLE
- LEAN
- SIT_AT_TABLE
- SIT1
- SIT
- SIT3
- SIT_U1
- SIT_U2
- SIT_U3
- SIT_HIGH1
- SIT_HIGH
- SIT_LOW
- SIT_LOW_U
- SIT_SAD1
- SIT_SAD2
- KNEEL
- REPAIR_VEH_PRONE
- REPAIR_VEH_KNEEL
- REPAIR_VEH_STAND
- PRONE_INJURED_U1
- PRONE_INJURED_U2
- PRONE_INJURED
- KNEEL_TREAT
- KNEEL_TREAT2
- BRIEFING
- BRIEFING_POINT_LEFT
- BRIEFING_POINT_RIGHT
- BRIEFING_POINT_TABLE
- equipmentLevel: String - the equipment level of the unit. Possible values:
- NONE
- LIGHT
- MEDIUM
- FULL
- ASIS
- RANDOM
- snapTo: Object - (Optional, default objNull) the object where the unit will be snapped to
- interpolate: Boolean - (Optional, default false) should try to interpolate into the ambient animation. Works only for some default stances
- attachToLogic: Boolean - (Optional, default true) true to attach the unit to the created logic object, forcing it in one position
- Return Value:
- Nothing
Examples
- Example 1:
[player, "STAND1", "ASIS"] call BIS_fnc_ambientAnim;
- Example 2:
// will search for a chair within 2 meters around the unit and will place the unit on it [_unit, "SIT", "NONE"] call BIS_fnc_ambientAnim;
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 February 19, 2016 - 04:24
- Pierre MGI
- In 3den editor, place a blufor unit (B_soldier_A_F) near a camping chair (land_campingChair_V2_F).
In init field of the unit:
[this, "SIT2"] call BIS_fnc_ambientAnim;
When this unit is aware of a threat, he will quit the "ambient animation" and will able to return fire.
0 = this spawn {waitUntil {behaviour _this == "combat"}; _this call BIS_fnc_ambientAnim__terminate;}
Note: BIS_fnc_ambientAnimCombat doesn't need this script but the list of animations is limited. - Posted on August 08, 2016 - 01:37
- Pierre MGI
- To make this command working in MP (hosted server tested)
[this, "SIT2"] call BIS_fnc_ambientAnim; // wrong! the first JIP will throw the unit to position [0,0,0] if (isServer) then { [this, "SIT2"] call BIS_fnc_ambientAnim; }; // wrong! only player located on server will see the animation if (local this) then { [this, "SIT2"] call BIS_fnc_ambientAnim; }; // OK, best way if (isServer) then { [[this, "SIT2"] remoteExecCall ["BIS_fnc_ambientAnim"]; }; // OK
- Posted on September 11, 2016 - 16:33 (UTC)
- Icaruk
-
Be careful using this function multiple times on MP, it creates a Logic using createUnit (which is global).
If you use it on 20 units, 20 additional logics will be created.