getAnimationsQueue

From Bohemia Interactive Community
Hover & click on the images for description

Description

Description:
Returns the primary and secondary animations queue of the entity. The primary queue contains the full motion path from current animation (animationState) to a target animation, while the secondary queue contains animations that are queued to be played after the target animation in primaryQueue is reached, e.g. due to using playMove or playAction.
Groups:
Object Manipulation

Syntax

Syntax:
getAnimationsQueue entity
Parameters:
entity: Object - Man or animal object.
Return Value:
Array - in format [primaryQueue, secondaryQueue] where each queue is an Array of Strings, the animation state names (all lower case).

Examples

Example 1:
getAnimationsQueue player params ["_primaryQueue", "_secondaryQueue"]; if (_secondaryQueue isNotEqualTo []) then { private _targetAnim = _primaryQueue param [count _primaryQueue - 1, animationState player]; private _nextAnim = _secondaryQueue#0; systemChat format ["Will play '%1' after completing '%2'", _nextAnim, _targetAnim]; };
Example 2:
player playMove _myMove; // push an animation state to the secondary queue player playAction "WalkF"; // an action that gets mapped to an animation state and pushed to queue getAnimationsQueue player params ["_primaryQueue", "_secondaryQueue"]; // _secondaryQueue will contain _myMove and the animation that the "WalkF" action maps to

Additional Information

See also:
animationState getUnitMovesInfo

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord.
Only post proven facts here! Add Note