switchMove: Difference between revisions
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For a smooth transition use [[playMove]]. This command must be executed after mission start. If you place it into init.sqs or in the Init field of some unit, it will not work. Just add a little delay (~0.001) and then place the command. | For a smooth transition use [[playMove]]. This command must be executed after mission start. If you place it into init.sqs or in the Init field of some unit, it will not work. Just add a little delay (~0.001) and then place the command. | ||
<dd class="notedate">Posted on March 25, 2007 - 23:48 | <dd class="notedate">Posted on March 25, 2007 - 23:48 | ||
<dt class="note">'''[[User:Hurricane|Hurricane]]''' | <dt class="note">'''[[User:Hurricane|Hurricane]]'''<dd class="note"> | ||
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. | 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. | ||
<dd class="notedate">Posted on August 03, 2008 - 22:43 | <dd class="notedate">Posted on August 03, 2008 - 22:43 | ||
<dt class="note">'''[[User:Killswitch|Killswitch]]''' | <dt class="note">'''[[User:Killswitch|Killswitch]]'''<dd class="note"> | ||
This command will not cause an [[ArmA:_Event_Handlers#AnimChanged|AnimChanged]] or [[ArmA:_Event_Handlers#AnimDone|AnimDone]] event. However, [[playMove]] will. | This command will not cause an [[ArmA:_Event_Handlers#AnimChanged|AnimChanged]] or [[ArmA:_Event_Handlers#AnimDone|AnimDone]] event. However, [[playMove]] will. | ||
<!-- Note Section END --> | <!-- Note Section END --> | ||
</dl> | </dl> |
Revision as of 02:56, 18 October 2011
Description
- Description:
- When used on a person, the given move is started immediately (there is no transition). Use switchmove "" to switch back to the default movement if there is no transition back, otherwise the person may be stuck.
- Groups:
- Uncategorised
Syntax
Examples
- Example 1:
_loon1 switchMove "FXStandDip"
Additional Information
- See also:
- playActionplayActionNowplayMove
List of moves in ArmA 2
List of moves in VBS2
List of moves in Armed Assault
List of moves in Operation Flashpoint: Resistance
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
-
For a smooth transition use playMove. This command must be executed after mission start. If you place it into init.sqs or in the Init field of some unit, it will not work. Just add a little delay (~0.001) and then place the command.
- 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
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Local Effect
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Scripting Commands ArmA2