Difference between revisions of "switchMove"

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Revision as of 17:40, 10 January 2020

Hover & click on the images for description


Applies given animation to a unit. When used on a person, the given move is started immediately (there is no transition). Use _unit switchMove ""; to reset animation. For a smooth transition use playMove.
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.


person switchMove moveName
person: Object - unit
moveName: String - unit animation (see animationState)
Return Value:


Example 1:
Prone: player switchMove "amovppnemstpsraswrfldnon";
Example 2:
Sit player immediately and globally: [player, "amovpsitmstpslowwrfldnon"] remoteExec ["switchMove", 0];

Additional Information

See also:


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


Posted on March 25, 2007 - 23:48
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.
Posted on August 03, 2008 - 22:43
This command will not cause an AnimChanged or AnimDone event. However, playMove will.

Bottom Section

Posted on November 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.