switchGesture: Difference between revisions

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|descr= When used on a person,the given move is started immediately (without transition).
|descr= When used on a person,the given move is started immediately (without transition).
{{Feature|arma3|Since {{GVI|arma3|2.18}} it is possible to play [[gestureState|gesture states]] (define in config under {{hl|CfgGesturesMale >> states}} for male soldiers). In addition, it is also possible to play [[animationState|move states]] (define in config under {{hl|CfgMovesMaleSdr >> states}} for male soldiers) as gestures if they have a valid mask defined in their configs (for example, weapon switching animations have a "WeaponSwitching" mask that only affects the upper body, so they work correctly with this command) }}


|s1= soldier [[switchGesture]] moveName
|s1= soldier [[switchGesture]] moveName

Latest revision as of 21:16, 1 June 2025

Hover & click on the images for description

Description

Description:
When used on a person,the given move is started immediately (without transition).
Arma 3
Since Arma 3 logo black.png 2.18 it is possible to play gesture states (define in config under CfgGesturesMale >> states for male soldiers). In addition, it is also possible to play move states (define in config under CfgMovesMaleSdr >> states for male soldiers) as gestures if they have a valid mask defined in their configs (for example, weapon switching animations have a "WeaponSwitching" mask that only affects the upper body, so they work correctly with this command)
Groups:
Animations

Syntax

Syntax:
soldier switchGesture moveName
Parameters:
soldier: Object
moveName: String
Return Value:
Nothing

Alternative Syntax

Syntax:
soldier switchGesture [moveName, time, blendFactor, resetAim]
Parameters:
soldier: Object
moveName: String - Entry from "CfgMovesMaleSdr" >> "states" or "CfgGesturesMale" >> "states"
time: Number - (Optional, default: 0) normalized time, in range 0-1, where 0 = beginning of the animation, and 1 = end of the animation
blendFactor: Number - (Optional, default 1) how much to blend the current animation with the new animation, in range 0..1, where 0 = current animation, and 1 = new animation. When 1 is used, the switching is instant (not smooth).
resetAim: Boolean - (Optional, default: true) Whether the aim/head direction should be reset after switching
Return Value:
Nothing

Examples

Example 1:
soldierOne switchGesture "Wave";
Example 2:
// Create a dummy agent that copies your moves ai1 = createAgent [typeOf player, getPosATL player, [], 0, "NONE"]; ai1 disableAI "ALL"; onEachFrame { ai1 setAnimSpeedCoef getAnimSpeedCoef player; ai1 setVectorDir vectorDir player; _m = animationState player; _g = gestureState player; _i = getUnitMovesInfo player; _a = getUnitMovesInfo ai1; if (animationState ai1 != _m || abs(_i#1 - _a#1) > 0.1) then { ai1 switchMove [_m, _i#0, _i#3, false]; }; if ((gestureState ai1 != _g || abs(_i#6 - _a#6) > 0.1) && (_g != "<none>" && _g find "_player" < 0)) then { ai1 switchGesture [_g, _i#5, _i#8, false]; }; }

Additional Information

See also:
playGesture getUnitMovesInfo switchMove

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
Posted on 2010-08-31
.kju
Rpt says "Not implemented" as of OA 1.54.