Description
Play set of ambient animations on given unit. If the unit should react to combat, use BIS_fnc_ambientAnimCombat instead.
Note
Animations can be cancelled using _unit call BIS_fnc_ambientAnim__terminate.
Syntax
[unit, animationSet, equipmentLevel, snapTo, interpolate, attachToLogic] call BIS_fnc_ambientAnim
Parameters:
-
unit: Object - unit that will play the animations
-
animationSet: String - the animation set to play. Possible values:
|
|
|
| some values are missing due to duplicate results, e.g "STAND" does the same as "STAND1" |
|
|
- STAND1 - STAND2 - STAND_U1 - STAND_U2 - STAND_U3 - WATCH - WATCH2 - GUARD - LISTEN_BRIEFING - LEAN_ON_TABLE - LEAN |
- SIT_AT_TABLE - SIT1 - SIT - SIT3 - SIT_U1 - SIT_U2 - SIT_U3 - SIT_HIGH1 - SIT_HIGH - SIT_LOW - SIT_LOW_U - SIT_SAD1 - SIT_SAD2 |
- KNEEL - REPAIR_VEH_PRONE - REPAIR_VEH_KNEEL - REPAIR_VEH_STAND - PRONE_INJURED_U1 - PRONE_INJURED_U2 - PRONE_INJURED - KNEEL_TREAT - KNEEL_TREAT2 - BRIEFING - BRIEFING_POINT_LEFT - BRIEFING_POINT_RIGHT - BRIEFING_POINT_TABLE |
-
equipmentLevel: String - the equipment level of the unit. Possible values:
- NONE
- LIGHT
- MEDIUM
- FULL
- ASIS
- RANDOM
-
snapTo: Object - (Optional, default objNull) the object where the unit will be snapped to
-
interpolate: Boolean - (Optional, default false) should try to interpolate into the ambient animation. Works only for some default stances
-
attachToLogic: Boolean - (Optional, default true) true to attach the unit to the created logic object, forcing it in one position
Returns: Nothing
Examples
Example 1
[player, "STAND1", "ASIS"] call BIS_fnc_ambientAnim;
Example 2
[_unit, "SIT", "NONE"] call BIS_fnc_ambientAnim;
See also
BIS_fnc_ambientAnimCombat · BIS_fnc_ambientAnimGetParams