getAnimationsQueue: Difference between revisions
(Created page with "{{RV|type=command |game1= arma3 |version1= 2.22 |arg= global |gr1= Object Manipulation |descr= 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. |s1= getAnim...") |
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|p1= entity: [[Object]] - Man or animal object. | |p1= entity: [[Object]] - Man or animal object. | ||
|r1= [[Array]] - in format [primaryQueue, secondaryQueue] where each queue is an [[Array]] of [[String]]s. | |r1= [[Array]] - in format [primaryQueue, secondaryQueue] where each queue is an [[Array]] of [[String]]s, the animation state names (all lower case). | ||
|x1= <sqf>getAnimationsQueue player params ["_primaryQueue", "_secondaryQueue"]; | |x1= <sqf>getAnimationsQueue player params ["_primaryQueue", "_secondaryQueue"]; | ||
| Line 22: | Line 22: | ||
systemChat format ["Will play '%1' after completing '%2'", _nextAnim, _targetAnim]; | systemChat format ["Will play '%1' after completing '%2'", _nextAnim, _targetAnim]; | ||
}; | }; | ||
</sqf> | |||
|x2= <sqf>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 | |||
</sqf> | </sqf> | ||
|seealso= [[animationState]] [[getUnitMovesInfo]] | |seealso= [[animationState]] [[getUnitMovesInfo]] | ||
}} | }} | ||
Latest revision as of 12:03, 31 March 2026
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
-
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