switchMove

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Revision as of 11:15, 5 August 2019 by Erentar (talk | contribs) (template:command argument fix)
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Description

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. Template:Informative
Groups:
Uncategorised

Syntax

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

Examples

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

Additional Information

See also:
playMoveplayMoveNowswitchActionplayActionplayActionNow

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 March 25, 2007 - 23:48
Hurricane
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
Killswitch
This command will not cause an AnimChanged or AnimDone event. However, playMove will.

Bottom Section

Posted on November 12, 2016 - 20:11 (UTC)
AgentRev
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.