BIS fnc ambientAnimCombat: Difference between revisions

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|x1= <code>[_unit, "STAND", "FULL", { ([[player]] [[distance]] _this) < 5 }] [[call]] [[BIS_fnc_ambientAnimCombat]];</code>
|x1= <sqf>[_unit, "STAND", "FULL", { ([[player]] [[distance]] _this) < 5 }] [[call]] [[BIS_fnc_ambientAnimCombat]];</sqf>


|seealso= [[BIS_fnc_ambientAnim]]
|seealso= [[BIS_fnc_ambientAnim]]
}}
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Revision as of 17:11, 13 July 2022

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.
Animations can be cancelled using _unit call BIS_fnc_ambientAnim__terminate.
Execution:
call
Groups:
Ambient

Syntax

Syntax:
[unit, animationSet, equipmentLevel, condition, behaviour] call BIS_fnc_ambientAnimCombat
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:
Nothing

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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