Description
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 using
_unit call BIS_fnc_ambientAnim__terminate.
Syntax
[unit, animationSet, equipmentLevel, condition, behaviour] call BIS_fnc_ambientAnimCombat
Parameters:
unit: Object - unit where the animations will be playedanimationSet: 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 loopbehaviour: String - (Optional, default "COMBAT") behaviour the unit should go to, when freed. Default "COMBAT"
Returns: Nothing
Examples
Example 1
[_unit, "STAND", "FULL", { (player distance _this) < 5 }] call BIS_fnc_ambientAnimCombat;