BIS fnc ambientAnimCombat: Difference between revisions
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| | | Play set of ambient animations on given unit AND allows the unit to leave the ambient state and engage enemy or move away. |= Description | ||
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| | | [unit, animationset, equipmentlevel, condition, behaviour] call BIS_fnc_ambientAnimCombat; | ||
|p1= |= Parameter 1 | |p1= Unit [[Object]] - Unit where the animations will be played |= Parameter 1 | ||
|p2= Animation-Set [[String]] - The animationset to play <br> | |||
Possible values are: | |||
*STAND | |||
*STAND_IA | |||
*SIT_LOW | |||
*KNEEL | |||
*LEAN | |||
*WATCH | |||
*WATCH1 | |||
*WATCH2 | |||
|= Parameter 2 | |||
|p3= Equipment-Level [[String]] - The equipment level of the unit <br> | |||
Possible values are: | |||
*NONE | |||
*LIGHT | |||
*MEDIUM | |||
*FULL | |||
*ASIS | |||
*RANDOM | |||
|= Paramter 3 | |||
|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" | |||
| |= Return value | | None |= Return value | ||
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|x1= <code></code> |= | |x1= <code>[_unit,"STAND","FULL",{(player distance _this) < 5}] call BIS_fnc_ambientAnimCombat;</code> |= Example 1 | ||
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| |= See also | | [[BIS_fnc_ambientAnim]] |= See also | ||
}} | }} |
Revision as of 20:29, 28 July 2016
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.
- 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
-
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