getAnimationsQueue

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Revision as of 11:57, 31 March 2026 by Leopard20 (talk | contribs) (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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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.

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]; };

Additional Information

See also:
animationState getUnitMovesInfo

Notes

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