Arma 3 Scripting

BIS_fnc_ambientAnim

  • Arma 3 v1.00

Function · Markdown · JSON · original wiki page

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:

Returns: Nothing

Examples

Example 1

[player, "STAND1", "ASIS"] call BIS_fnc_ambientAnim;

Example 2

// will search for a chair within 2 meters around the unit and will place the unit on it
[_unit, "SIT", "NONE"] call BIS_fnc_ambientAnim;

See also

BIS_fnc_ambientAnimCombat · BIS_fnc_ambientAnimGetParams

Community notes

PierreMGI

In 3den editor, place a blufor unit (B_soldier_A_F) near a camping chair (land_campingChair_V2_F).
In init field of the unit:

[this, "SIT2"] call BIS_fnc_ambientAnim;
0 = this spawn {
    waitUntil { behaviour _this == "combat"};
    _this call BIS_fnc_ambientAnim__terminate;
};

When this unit is aware of a threat, he will quit the "ambient animation" and will able to return fire.
Note: BIS_fnc_ambientAnimCombat doesn't need this script but the list of animations is limited.

Icaruk

Be careful using this function multiple times on MP, it creates a Logic using createUnit (which is global).
If you use it on 20 units, 20 additional logics will be created.