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.
Description
Immediately applies given animation to the unit. For a smooth transition from the current animation (by connecting animations successively, e.g CurrentAnim -> Intermediate1 -> Intermediate2 -> TargetAnim), use playMove or playMoveNow.
Note
see Category:Moves for respective games animations.
This command first resets the unit's animation states (including aiming state, gesture state, etc.) then puts the unit in the first frame of the animation (therefore showing no transition). If an invalid animation is provided, the unit's animations will be reset but no new animation will be played (see #Example 3).
Note
It is a good practice to always use playMoveNow after switchMove to make sure the animation plays correctly when using the first syntax:
_unit switchMove "myMove"; _unit playMoveNow "myMove";The alternative syntax does this automatically.
Syntax
Syntax 1
person switchMove moveName
Parameters:
person: Object - unitmoveName: String - animation state (see animationState)
Returns: Nothing
Syntax 2
since arma3 2.18
person switchMove [moveName, time, blendFactor, resetAim]
Parameters:
person: Object - unitmoveName: String - entry from"CfgMovesMaleSdr" >> "states"or"CfgGesturesMale" >> "states"time: Number - (Optional, default 0) normalized time, in range 0..1, where 0 = beginning of the animation, and 1 = end of the animationblendFactor: Number - (Optional, default 1) how much to blend the current animation with the new animation, in range 0..1, where 0 = current animation, and 1 = new animation. When 1 is used, the switching is instant (not smooth), similar to the first syntax.resetAim: Boolean - (Optional, default true) whether the aim/head direction should be reset after switching
Returns: Nothing
Examples
Example 1
Prone:
player switchMove "AmovPpneMstpSrasWrflDnon";
Example 2
Sit player immediately and globally:
[player, "AmovPsitMstpSlowWrflDnon"] remoteExec ["switchMove"];
Example 3
Resets unit's animation:
_unit switchMove "";
Example 4
// Create a dummy agent that copies your moves
ai1 = createAgent [typeOf player, getPosATL player, [], 0, "NONE"];
ai1 disableAI "ALL";
onEachFrame
{
ai1 setAnimSpeedCoef getAnimSpeedCoef player;
ai1 setVectorDir vectorDir player;
private _m = animationState player;
private _g = gestureState player;
private _i = getUnitMovesInfo player;
private _a = getUnitMovesInfo ai1;
if (animationState ai1 != _m || abs(_i#1 - _a#1) > 0.1) then
{
ai1 switchMove [_m, _i#0, _i#3, false];
};
if ((gestureState ai1 != _g || abs(_i#6 - _a#6) > 0.1) && (_g != "<none>" && _g find "_player" < 0)) then
{
ai1 switchGesture [_g, _i#5, _i#8, false];
};
}
Multiplayer
This command has a global effect when executed locally to the unit and will synchronise properly for JIP. In this case the animation on the executing machine is immediate while on remote machines it will be transitional. In order for the animation to change immediately on every PC in multiplayer, use global remote execution (see #Example 2). When the argument is remote, the animation change on the executing PC is only temporary.
See also
switchGesture · playMove · playMoveNow · switchAction · playAction · playActionNow · animationState · getUnitMovesInfo
Community notes
This command will not cause an AnimChanged or AnimDone event. However, playMove will.
When using this command on the player unit outside unscheduled UI contexts, it will cause a minor camera glitch for a single frame.
For example, Draw3D and KeyDown are UI contexts and so are not affected by the glitch, but EachFrame and scheduled scripts are not UI contexts and are affected by the glitch.
If the animation you're trying to use with this command has no connection/interpolation to the unit's base animation (usually "AmovPercMstpSrasWrflDnon"), the move might not play using switchMove alone. In such cases you have to do this:
_unit switchMove _move; _unit playMoveNow _move;
This must run in unscheduled environment (see isNil)
Alternatively, just use the second syntax:
_unit switchMove [_move];
You can loop an animation using a function like this (it's recommended to do ai disableAI "ANIM" first)
// TAG_fnc_loopAnim
params ["_unit", "_anim"];
// remove old EH
_unit removeEventHandler ["AnimStateChanged", _unit getVariable ["TAG_AnimStateChangedEH", -1]];
private _EH = -1;
// if anim is empty, just stop looping
if (_anim != "") then
{
_EH = _unit addEventHandler ["AnimStateChanged", {
params ["_unit", "_anim"];
private _loopedAnim = _unit getVariable ["TAG_LoopedAnim", ""];
if (alive _unit && _anim != _loopedAnim) then {
_unit switchMove [_loopedAnim, 0, 0, false];
};
}];
};
_unit setVariable ["TAG_AnimStateChangedEH", _EH];
_unit setVariable ["TAG_LoopedAnim", _anim];
// start the anim
_unit switchMove [_anim, 0, 0, false];
Then use the above code in a function, either by defining it in the function library or by doing
TAG_fnc_loopAnim = { above code }
How to use the function:
// start looping
[testUnit, "HubSittingChairUA_move1"] call TAG_fnc_loopAnim;
// stop looping
[testUnit, ""] call TAG_fnc_loopAnim;