Arma 3 Scripting

Command in Object Manipulation

getAnimationsQueue

Also available as Markdown and JSON, or read the original wiki page.

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.

Syntax

getAnimationsQueue entity

Parameters:

Returns: Array - in format [primaryQueue, secondaryQueue] where each queue is an Array of Strings, the animation state names (all lower case).

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]; 
};

Example 2

player playMove _myMove; // push an animation state to the secondary queue
player playAction "WalkF"; // an action that gets mapped to an animation state and pushed to queue
getAnimationsQueue player params ["_primaryQueue", "_secondaryQueue"];
// _secondaryQueue will contain _myMove and the animation that the "WalkF" action maps to

See also

animationState · getUnitMovesInfo