switchMove: Difference between revisions

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(corrected kronsky's wrongful locality assumption. Moved note about locality into description)
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{{Command|= Comments
{{RV|type=command
____________________________________________________________________________________________


| ofp |= Game name
|game1= ofp
|version1= 1.00


|1.00|= Game version
|game2= ofpe
|version2= 1.00


|arg= local |= Arguments in MP
|game3= arma1
|version3= 1.00


|eff= global |= Effects in MP
|game4= arma2
____________________________________________________________________________________________
|version4= 1.00


| Applies given animation to a unit. When used on a person, the given move is started immediately (there is no transition). Use <tt>_unit [[switchMove]] "";</tt> to reset animation. For a smooth transition use [[playMove]].<br><br>
|game5= arma2oa
|version5= 1.50


{{Informative | This command has global effect when executed locally to the unit and will sync for JIP. In this case the animation on the executing machine is immediate while on remote machines it will be transitional. In order for the animation to change immediately on every PC in multiplayer, use global remote execution (see example 2). When the argument is remote, the animation change on the executing PC is only temporary. }}<br>
|game6= tkoh
|version6= 1.00


[[:ArmA2:_Moves|List of moves in ArmA 2]]<br />
|game7= arma3
[[:Armed_Assault:_Moves_List|List of moves in Armed Assault]]<br />
|version7= 0.50
[[:Operation_Flashpoint:_Moves_List|List of moves in Operation Flashpoint: Resistance]] |= Description
____________________________________________________________________________________________


| person '''switchmove''' movename |= Syntax
|arg= local


|p1= person: [[Object]] - unit  |= Parameter 1
|eff= global


|p2= movename: [[String]] - unit animation (see [[animationState]])|= Parameter 2
|gr1= Animations


| [[Nothing]] |= Return value
|descr= Immediately applies given animation to the unit. For a smooth transition from the current animation, use [[playMove]].
____________________________________________________________________________________________
{{Feature | Informative | see [[:Category:Moves]] for respective games animations.}}
 
This command first resets the unit's animation states (including aiming state, gesture state, etc.) then puts the unit in the first frame of the animation (therefore showing no transition).
|x1= Prone: <code>[[player]] [[switchMove]] "amovppnemstpsraswrfldnon";</code> |= Example 1
If an invalid animation is provided, the unit's animations will be reset but no new animation will be played (see {{Link|#Example 3}}).
|x2= Sit player immediately and globally: <code><nowiki>[</nowiki>[[player]], "amovpsitmstpslowwrfldnon"] [[remoteExec]] ["switchMove", 0];</code> |= Example 2
____________________________________________________________________________________________


| [[playMove]], [[playMoveNow]], [[switchAction]], [[playAction]], [[playActionNow]] |= See also
{{Feature|informative|It is a good practice to always use [[playMoveNow]] after [[switchMove]] to make sure the animation plays correctly:
<sqf>
_unit switchMove "myMove";
_unit playMoveNow "myMove";
</sqf>
}}
 
|mp= This command has a global effect when executed locally to the unit and will synchronise properly for JIP. In this case the animation on the executing machine is immediate while on remote machines it will be transitional. In order for the animation to change immediately on every PC in multiplayer, use global remote execution (see {{Link|#Example 2}}). When the argument is remote, the animation change on the executing PC is only temporary.
 
|s1= person [[switchMove]] moveName


}}
|p1= person: [[Object]] - unit


<h3 style="display:none">Notes</h3>
|p2= moveName: [[String]] - animation state (see [[animationState]])
<dl class="command_description">
<!-- Note Section BEGIN -->


<dd class="notedate">Posted on March 25, 2007 - 23:48
|r1= [[Nothing]]
<dt class="note">'''[[User:Hurricane|Hurricane]]'''<dd class="note">


In some cases the movement won't stay. I.e. AI hostages that put their hands behind their heads (_hostage [[switchMove]] "AmovPercMstpSsurWnonDnon") won't hold their hands up, unless you first use [[disableAI]] "autoTarget" on them. They mostly put their hands down because they 'noticed' unknown objects.
|x1= Prone:
<sqf>player switchMove "AmovPpneMstpSrasWrflDnon";</sqf>


<dd class="notedate">Posted on August 03, 2008 - 22:43
|x2= Sit player immediately and globally:
<dt class="note">'''[[User:Killswitch|Killswitch]]'''<dd class="note">
<sqf>[player, "AmovPsitMstpSlowWrflDnon"] remoteExec ["switchMove"];</sqf>
This command will not cause an [[ArmA:_Event_Handlers#AnimChanged|AnimChanged]] or [[ArmA:_Event_Handlers#AnimDone|AnimDone]] event. However, [[playMove]] will.


<!-- Note Section END -->
|x3= Resets unit's animation:
</dl>
<sqf>_unit switchMove "";</sqf>


<h3 style="display:none">Bottom Section</h3>
|seealso= [[playMove]] [[playMoveNow]] [[switchAction]] [[playAction]] [[playActionNow]]
}}


<!-- CONTINUE Notes -->
{{Note
<dl class="command_description">
|user= Hurricane
<dd class="notedate">Posted on November 12, 2016 - 20:11 (UTC)</dd>
|timestamp= 20070325234800
<dt class="note">[[User:AgentRevolution|AgentRev]]</dt>
|text= In some cases the movement won't stay. I.e. AI hostages that put their hands behind their heads (_hostage [[switchMove]] "AmovPercMstpSsurWnonDnon") won't hold their hands up, unless you first use [[disableAI]] "autoTarget" on them. They mostly put their hands down because they 'noticed' unknown objects.
<dd class="note">
}}
When using this command on the [[player]] unit outside [[Scheduler#Unscheduled_Environment|unscheduled]] UI contexts, it will cause a minor camera glitch for a single frame.<br/>
For example,  [[Arma_3:_Event_Handlers/addMissionEventHandler#Draw3D|Draw3D]] and [[displayAddEventHandler|KeyDown]] are UI contexts and so are not affected by the glitch, but [[Arma_3:_Event_Handlers/addMissionEventHandler#EachFrame|EachFrame]] and [[Scheduler#Scheduled_Environment|scheduled]] scripts are not UI contexts and are affected by the glitch.
</dd>
</dl>
<!-- DISCONTINUE Notes -->


[[Category:Scripting Commands|SWITCHMOVE]]
{{Note
[[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]]
|user= Killswitch
[[Category:Scripting Commands OFP 1.96|SWITCHMOVE]]
|timestamp= 20080803224300
[[Category:Scripting Commands OFP 1.46|SWITCHMOVE]]
|text= This command will not cause an [[ArmA:_Event_Handlers#AnimChanged|AnimChanged]] or [[ArmA:_Event_Handlers#AnimDone|AnimDone]] event. However, [[playMove]] will.
[[Category:Scripting Commands ArmA|SWITCHMOVE]]
}}
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
 
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
{{Note
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
|user= AgentRevolution
|timestamp= 20161112201100
|text= When using this command on the [[player]] unit outside [[Scheduler#Unscheduled_Environment|unscheduled]] UI contexts, it will cause a minor camera glitch for a single frame.<br>
For example,  [[Arma 3: Mission Event Handlers#Draw3D|Draw3D]] and [[displayAddEventHandler|KeyDown]] are UI contexts and so are not affected by the glitch, but [[Arma 3: Mission Event Handlers#EachFrame|EachFrame]] and [[Scheduler#Scheduled_Environment|scheduled]] scripts are not UI contexts and are affected by the glitch.
}}
 
{{Note
|user= Leopard20
|timestamp= 20210808155900
|text= If the animation you're trying to use with this command has no connection/interpolation to the unit's base animation (usually "AmovPercMstpSrasWrflDnon"), the move might not play using [[switchMove]] alone. In such cases you have to do this:
<sqf>_unit switchMove _move; _unit playMoveNow _move;</sqf>
This must run in '''[[Scheduler|unscheduled environment]]''' (see [[isNil]])
}}

Revision as of 18:43, 4 January 2023

Hover & click on the images for description

Description

Description:
Immediately applies given animation to the unit. For a smooth transition from the current animation, use playMove.
see Category:Moves for respective games animations.

This command first resets the unit's animation states (including aiming state, gesture state, etc.) then puts the unit in the first frame of the animation (therefore showing no transition). If an invalid animation is provided, the unit's animations will be reset but no new animation will be played (see Example 3).

It is a good practice to always use playMoveNow after switchMove to make sure the animation plays correctly:
_unit switchMove "myMove"; _unit playMoveNow "myMove";
Multiplayer:
This command has a global effect when executed locally to the unit and will synchronise properly for JIP. In this case the animation on the executing machine is immediate while on remote machines it will be transitional. In order for the animation to change immediately on every PC in multiplayer, use global remote execution (see Example 2). When the argument is remote, the animation change on the executing PC is only temporary.
Groups:
Animations

Syntax

Syntax:
person switchMove moveName
Parameters:
person: Object - unit
moveName: String - animation state (see animationState)
Return Value:
Nothing

Examples

Example 1:
Prone:
player switchMove "AmovPpneMstpSrasWrflDnon";
Example 2:
Sit player immediately and globally:
[player, "AmovPsitMstpSlowWrflDnon"] remoteExec ["switchMove"];
Example 3:
Resets unit's animation:
_unit switchMove "";

Additional Information

See also:
playMove playMoveNow switchAction playAction playActionNow

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
Hurricane - c
Posted on Mar 25, 2007 - 23:48 (UTC)
In some cases the movement won't stay. I.e. AI hostages that put their hands behind their heads (_hostage switchMove "AmovPercMstpSsurWnonDnon") won't hold their hands up, unless you first use disableAI "autoTarget" on them. They mostly put their hands down because they 'noticed' unknown objects.
Killswitch - c
Posted on Aug 03, 2008 - 22:43 (UTC)
This command will not cause an AnimChanged or AnimDone event. However, playMove will.
AgentRevolution - c
Posted on Nov 12, 2016 - 20:11 (UTC)
When using this command on the player unit outside unscheduled UI contexts, it will cause a minor camera glitch for a single frame.
For example, Draw3D and KeyDown are UI contexts and so are not affected by the glitch, but EachFrame and scheduled scripts are not UI contexts and are affected by the glitch.
Leopard20 - c
Posted on Aug 08, 2021 - 15:59 (UTC)
If the animation you're trying to use with this command has no connection/interpolation to the unit's base animation (usually "AmovPercMstpSrasWrflDnon"), the move might not play using switchMove alone. In such cases you have to do this:
_unit switchMove _move; _unit playMoveNow _move;
This must run in unscheduled environment (see isNil)