BIS fnc ambientAnimCombat: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
(Fix page and parameters)
m (Update description's note)
Line 8: Line 8:


| Play set of ambient animations on given unit AND allows the unit to leave the ambient state and engage enemy or move away.
| Play set of ambient animations on given unit AND allows the unit to leave the ambient state and engage enemy or move away.
{{note|Animations can be cancelled by calling {{Inline code|_unit [[call]] '''BIS_fnc_ambientAnim__terminate'''}}}} |Description=
{{Informative | Animations can be cancelled using {{Inline code|_unit [[call]] '''BIS_fnc_ambientAnim__terminate'''}}.}} |Description=
____________________________________________________________________________________________
____________________________________________________________________________________________


| [unit, animationSet, equipmentLevel, condition, behaviour] call [[BIS_fnc_ambientAnimCombat]]
| [unit, animationSet, equipmentLevel, condition, behaviour] call [[BIS_fnc_ambientAnimCombat]] |Syntax=


|p1= unit: [[Object]] - Unit where the animations will be played |Parameter 1=
|p1= unit: [[Object]] - Unit where the animations will be played |Parameter 1=
Line 33: Line 33:
* "ASIS"
* "ASIS"
* "RANDOM"
* "RANDOM"
|Paramter 3=
|Parameter 3=


|p4= condition: [[Code]] or [[String]] - (Optional, default {{Inline code|{ [[false]] <nowiki>}</nowiki>}}) condition that if true frees the unit from the animation loop |Parameter 4=
|p4= condition: [[Code]] or [[String]] - (Optional, default {{Inline code|{ [[false]] <nowiki>}</nowiki>}}) condition that if true frees the unit from the animation loop |Parameter 4=


|p5= behaviour: [[String]] - (Optional, default "COMBAT") behaviour the unit should go to, when freed. Default "COMBAT"
|p5= behaviour: [[String]] - (Optional, default "COMBAT") behaviour the unit should go to, when freed. Default "COMBAT" |Parameter 5=


| [[Nothing]] |Return value=
| [[Nothing]] |Return value=

Revision as of 01:02, 8 September 2019

Hover & click on the images for description

Description

Description:
Play set of ambient animations on given unit AND allows the unit to leave the ambient state and engage enemy or move away.
Animations can be cancelled using _unit call BIS_fnc_ambientAnim__terminate.
Execution:
call
Groups:
Uncategorised

Syntax

Syntax:
[unit, animationSet, equipmentLevel, condition, behaviour] call BIS_fnc_ambientAnimCombat
Parameters:
unit: Object - Unit where the animations will be played
animationSet: String - (Optional, default "STAND") The animation set to play. Possible values are:
  • "STAND"
  • "STAND_IA"
  • "SIT_LOW"
  • "KNEEL"
  • "LEAN"
  • "WATCH"
  • "WATCH1"
  • "WATCH2"
equipmentLevel: String - (Optional, default "RANDOM") The equipment level of the unit. Possible values are:
  • "NONE"
  • "LIGHT"
  • "MEDIUM"
  • "FULL"
  • "ASIS"
  • "RANDOM"
condition: Code or String - (Optional, default { false }) condition that if true frees the unit from the animation loop
behaviour: String - (Optional, default "COMBAT") behaviour the unit should go to, when freed. Default "COMBAT"
Return Value:
Nothing

Examples

Example 1:
[_unit, "STAND", "FULL", { (player distance _this) < 5 }] call BIS_fnc_ambientAnimCombat;

Additional Information

See also:
BIS_fnc_ambientAnim

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

Bottom Section