playMove: Difference between revisions
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|descr= When used on a person, smooth transition to given move will be done.<br> | |descr= When used on a person, smooth transition to given move will be done.<br> | ||
The difference between [[playMove]] and [[playMoveNow]] is that [[playMove]] adds another move to the move queue, while [[playMoveNow]] replaces the whole move queue with new move (see | The difference between [[playMove]] and [[playMoveNow]] is that [[playMove]] adds another move to the move queue, while [[playMoveNow]] replaces the whole move queue with new move (see {{HashLink|#Example 2}}). | ||
{{Feature | Informative | see [[:Category:Moves]] for respective games animations.}} | {{Feature | Informative | see [[:Category:Moves]] for respective games animations.}} | ||
Revision as of 23:38, 17 August 2021
Description
- Description:
- When used on a person, smooth transition to given move will be done.
The difference between playMove and playMoveNow is that playMove adds another move to the move queue, while playMoveNow replaces the whole move queue with new move (see Example 2). - Groups:
- Animations
Syntax
- Syntax:
- unitName playMove moveName
- Parameters:
- unitName: Object
- moveName: String
- Return Value:
- Nothing
Examples
- Example 1:
soldierOne playMove "Stand";
- Example 2:
player switchMove "AmovPercMstpSrasWrflDnon"; [] spawn { sleep 0.5; player playMove "AmovPpneMstpSrasWrflDnon"; // player goes prone player playMove "amovPknlMstpSrasWrflDnon"; // player gets up on one knee };
player switchMove "amovpercmstpsraswrfldnon"; [] spawn { sleep 0.5; player playMove "AmovPpneMstpSrasWrflDnon"; // player never goes prone player playMoveNow "AmovPknlMstpSrasWrflDnon"; // player goes down on one knee straight away };
Additional Information
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
- Unknown
- For an immediate transition use switchMove. This command must be executed after mission start. If you place it into init.sqs / init.sqf or in the Init field of some unit, it will not work. Just add a little delay (~0.001) and then place the command.
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Animations
- Scripting Commands: Global Effect