Arma 3 Animations List

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Arma 3 Animations List Average ratng: 9,6/10 4966 votes
  1. Arma 3 Cutscene Animations
  2. Arma 3 Animations List 1
  3. Arma 3 Scripting Guide

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Introduced in

Game:
Arma 3
Version:
1.00

Description

Description:
Play set of ambient animations on given unit.

Syntax

Syntax:
[unit, animationset, equipmentlevel, snaptoObject, interpolate] call BIS_fnc_ambientAnim
Animations can be cancelled by calling _unit callBIS_fnc_ambientAnim__terminate

Arma 3 Cutscene Animations

Parameters:
Arma 3 animations list download
Unit Object - Unit where the animations will be played
Animation-Set String - The animationset to play
Arma 3 Animations ListPossible values are: (Some values are missing because some of them do the same animations: 'STAND' is 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
Animations
snapToObject Object - Optional - The object where the unit will be snapped to
interpolate Bool - Optional - Should try to interpolate into the ambient animation. Works only for some default stances
Return Value:
None

Examples

Example 1:
[player, 'STAND1', 'NONE'] callBIS_fnc_ambientAnim;
Example 2:
[_unit, 'SIT', 'NONE'] callBIS_fnc_ambientAnim;Will search for a chair within 2 meters around the unit and will 'place' the unit on it

Additional Information

Execution:
call
Multiplayer:
-
See also:
BIS_fnc_ambientAnimCombatBIS_fnc_ambientAnimGetParams

Arma 3 Animations List 1

Notes

Only post proven facts here.Report bugs on the feedback tracker.Use the talk page or the forums for discussions.
Add New Note How To

Arma 3 Scripting Guide

Posted on February 19, 2016 - 04:24
Pierre MGI
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'] callBIS_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.
Posted on August 08, 2016 - 01:37
Pierre MGI
To make this command working in MP (hosted server tested)[this,'SIT2'] callBIS_fnc_ambientAnim; // Wrong! the first JIP will throw the unit to position [0,0,0]if (isServer) then {[this,'SIT2'] callBIS_fnc_ambientAnim} // Wrong! only player located on server
will see the animationif (local this) then {[this,'SIT2'] callBIS_fnc_ambientAnim} // OK, best way if (isServer) then { [[this,'SIT2'],BIS_fnc_ambientAnim ] remoteExec ['call'] }; // OK

Posted on July 28, 2016 - 19:14 (UTC)
TheBlueFire
If the unit should react to combat use BIS_fnc_ambientAnimCombat instead
Posted on September 11, 2016 - 16:33 (UTC)
Icaruk
Be careful using this function multiple times on MP, it uses createUnit (global).
If you use it on 20 units, 20 additional units (logics) will be created.
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