Animations
28 scripting commands. Also as Markdown for agents.
- animateActivates given object animation. Animation is defined in CfgModels animations class.
- animateBayForces animation of bay to given state, -1 for reset to engine handling, can cause weapon inoperative, because weapon is released when bay state == 1.
- animateDoorAnimates a door on a vehicle. Animation is defined in config file in CfgVehicles -> AnimationSources. Wanted animation phase is set with phase param.…
- animatePylonForce animation of pylon to given state, -1 for reset to engine handling, can cause weapon inoperative, because weapon is released when pylon state…
- animateSourceProcess an animation of the object. If animate uses class name from CfgModels *Animations*, animateSource uses name defined by the *source* property.…
- animationNamesReturns Array of Strings where elements are the names of model animations, which should theoretically be available for use with animate command.
- animationPhaseReturns the phase of the given animation on the given object. Animation can be scripted (animate, animateSource, animateDoor) or engine driven.
- animationSourcePhaseReturns current animation phase of given source. Similar to animationPhase or doorPhase but designed to complement animateSource.
- animationStateReturns the name of a unit's current primary animation. Seems to be forced to lower case in Arma 3.
- doorPhaseReturn animation phase of door on vehicle.
- elevatePeriscopeElevates periscope of a vehicle. Vehicles in Arma 3 which are compatible with this tech are Strider, remote laser designators, the robot arm on…
- gestureStateReturns the name of a unit's current gesture. Seems to be forced to lower case in Arma 3.
- getAnimAimPrecisionReturns aim precision for current animation
- getAnimSpeedCoefGet coefficient for animation speed.
- getUnitMovesInfoReturns various information about the unit moves (primary animation) and gestures (masked animation)
- moveTimeReturns the current time of the most important RTM animation currently being played on the soldier.
- periscopeElevationReturns current periscope elevation value, see also elevatePeriscope.
- playActionWhen used on a person, a smooth transition to the given action will be initiated.
- playActionNowWhen used on a person, a smooth transition to the given action will be initiated, but all previous playAction are discarded.
- playGestureWhen used on a person,a smooth transition to the given move will be initiated. Command doesn't seem to be functional
- playMoveWhen used on a person, smooth transition to given move will be done.
- playMoveNowWhen used on a person,a smooth transition to the given move will be initiated, but all previous playMove are discarded.
- setAnimSpeedCoefSets a coefficient for animation speed (0.5 will play animations half the speed, 2 twice the speed).
- setFaceAnimationSets facial animation phase (eye blinking).
- switchActionWhen used on a person, the given action is started immediately (there is no transition). Use switchmove "" to switch back to the default movement if…
- switchGestureWhen used on a person,the given move is started immediately (without transition).
- switchMoveImmediately applies given animation to the unit. For a smooth transition from the current animation (by connecting animations successively, e.g…
- useAudioTimeForMovesSwitch between elapsed game time and audio time being used as animation timer. Used for audio/animation synchronization.