BIS_fnc_ambientAnim

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Revision as of 20:12, 28 July 2016 by TheBlueFire (talk | contribs) (Complete redo of function)
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Description

Description:
Play set of ambient animations on given unit.
Execution:
call
Groups:
Uncategorised

Syntax

Syntax:
[unit, animationset, equipmentlevel, snaptoObject, interpolate] call BIS_fnc_ambientAnim
Parameters:
Unit Object - Unit where the animations will be played
Animation-Set String - The animationset to play
Possible values are: (Some values are missing becouse some of them do the same animations: "STAND" is 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
  • RANDOM
snapToObject Object - Optional - The object where the unit will be snapped to
interpolate Bool - Optional - Should try to interpolate into the ambient animation. Works only for some default stances
Return Value:
None

Examples

Example 1:
[player, "STAND1", "NONE"] call BIS_fnc_ambientAnim;
Example 2:
[_unit, "SIT", "NONE"] call BIS_fnc_ambientAnim; Will search for a chair within 2 meters around the unit and will "place" the unit on it

Additional Information

See also:
See also needed

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

Notes

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;
0 = this spawn {waitUntil {behaviour _this == "combat"};
_this call BIS_fnc_ambientAnim__terminate;}
When this unit is aware of a threat, he will quit the "ambient animation" and will able to return fire.

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