BIS_fnc_ambientAnimCombat

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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.

	Remarks:
	* Function controls BIS_fnc_ambientAnim; check that function [Remarks] section for more info of how to use it.
	* Unit automatically leaves the animation loop if there is an enemy in 300m he knows about.

	Parameter(s):
	0: OBJECT - unit the anim & gear changes are going to be applied to
	1: STRING (optional, default "STAND") - animation set id, describing what the unit's action looks like.
	   > "STAND" 			- standing still, slightly turning to the sides. Needs a rifle!
	   > "STAND_IA"			- default a3 animations for standing, rifle lowered
	   > "SIT_LOW"			- sitting on the ground, with weapon.
	   > "KNEEL"			- kneeling, with weapon.
	   > "LEAN"			- standing while leaning (on wall)
	   > "WATCH"/"WATCH1"/"WATCH2"	- standing and turning around

	2: STRING (optional, default "RANDOM") - equipment level id, describing how heavily is the unit equipped.
	   > "NONE"  		- no goggles, headgear, vest, weapon
	   > "LIGHT"  		- no goggles, headgear, vest
	   > "MEDIUM" 		- no goggles, headgear
	   > "FULL"  		- no goggles
	   > "ASIS" (default)	- no touches to the gear
	   > "RANDOM" 		- gear is randomized according to the animation set

	3: CODE or STRING (optional, default {false}) - condition that if true frees the unit from the animation loop

	4: STRING (optional, default "COMBAT") - behaviour the unit should go to, when freed.

	Returns:
	-

	Example:
	[this,"STAND","FULL",{(player distance _this) < 5}] call BIS_fnc_ambientAnimCombat;
*/

//do the immediate operations ----------------------------------------------------------------------
(Placeholder description extracted from the function header by BIS_fnc_exportFunctionsToWiki)
Execution:
call
Groups:
Uncategorised

Syntax

Syntax:
Syntax needed
Return Value:
Return value needed

Examples

Example 1:

Additional Information

See also:
See also needed

Notes

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Notes

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