animationState: Difference between revisions

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{{Command|Comments=
{{Command|Comments=
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| arma1 |Game name=
| arma1 |Game name=
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|gr1= Animations |GROUP1=
|gr1= Animations |GROUP1=
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| Returns the name of a unit's current primary animation. Seems to be forced to lower case in Arma 3.<br>
| Returns the name of a unit's current primary animation. Seems to be forced to lower case in Arma 3.<br>
{{Informative|This command is only for a man unit, other units such as animals cannot use this command.}} |DESCRIPTION=
{{Informative|This command is only for a man unit, other units such as animals cannot use this command.}} |DESCRIPTION=
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| '''animationState''' unitName |SYNTAX=
| '''animationState''' unitName |SYNTAX=
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| [[String]] |RETURNVALUE=
| [[String]] |RETURNVALUE=
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|x1= <code>_state = [[animationState]] [[player]];</code> |EXAMPLE1=  
|x1= <code>_state = [[animationState]] [[player]];</code> |EXAMPLE1=  
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| mp = When executed on a client, this command only returns accurate results when the target unit is within sight of the client. When executed on a dedicated server, the returned value is accurate. |= Multiplayer
| mp = When executed on a client, this command only returns accurate results when the target unit is within sight of the client. When executed on a dedicated server, the returned value is accurate. |= Multiplayer



Revision as of 00:59, 17 January 2021

Hover & click on the images for description

Description

Description:
Returns the name of a unit's current primary animation. Seems to be forced to lower case in Arma 3.
This command is only for a man unit, other units such as animals cannot use this command.
Multiplayer:
When executed on a client, this command only returns accurate results when the target unit is within sight of the client. When executed on a dedicated server, the returned value is accurate.
Groups:
Animations

Syntax

Syntax:
animationState unitName
Parameters:
unitName: Object
Return Value:
String

Examples

Example 1:
_state = animationState player;

Additional Information

See also:
switchMoveplayMoveBIS_fnc_ambientAnimGetParams

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

Posted on August 22, 2014 - 23:30
ffur2007slx2_5
(A3 1.26) To sort animation state by keyword, use BIS_fnc_ambientAnimGetParams ("KNEEL" call BIS_fnc_ambientAnimGetParams) select 0; //return: ["amovpknlmstpslowwrfldnon"…] Useful keywords are: "STAND", "WATCH", "GUARD", "LISTEN_BRIEFING", "LEAN_ON_TABLE", "LEAN", "SIT_AT_TABLE", "KNEEL", "PRONE_INJURED", "BRIEFING" ect.

Bottom Section

Posted on August 13, 2019 - 07:44 (UTC)
POLPOX
In case you need to get the animation name including upper cases: configName (configFile >> getText (configFile >> "CfgVehicles" >> typeOf _unit >> "moves") >> "States" >> (animationState _unit)) //e.g. "AmovPercMstpSrasWrflDnon" Opposite to regular animationState return value: animationState _unit //e.g. "amovpercmstpsraswrfldnon"