Arma 3 Animations List
Posted admin
Arma 3 Animations List Average ratng: 9,6/10 4966 votes
Click on the images for descriptions
Arma 3 classes (BI Wiki) Weapon classes spreadsheet BIS Forum Section DevHeaven F3 Mission Making Framework Wiki Teamwork Mission Making Framework Wiki Killzone Kid's blog SQF Editors Editing Tools SQF Editors Poseidon - Feature heavy ST 2 fork Dash - WIP SQF editing suite SQF Plugins Brackets Notepad Sublime Text Sublime Linter Arma 3 Addons. New Arma 3 commands added to the list compileFinal, difficulty, getAmmoCargo, getArtilleryETA, getFuelCargo, getRepairCargo KillzoneKid New command added ‘lbSetTooltip’.
Introduced in
- Game:
- Arma 3
- Version:
- 1.00
Description
- Description:
- Play set of ambient animations on given unit.
Syntax
Animations can be cancelled by calling _unit callBIS_fnc_ambientAnim__terminate |
Arma 3 Cutscene Animations
Possible 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
Possible values:
- NONE
- LIGHT
- MEDIUM
- FULL
- ASIS
- RANDOM
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
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;
When this unit is aware of a threat, he will quit the 'ambient animation' and will able to return fire.
0 = this spawn {waitUntil {behaviour _this 'combat'}; _this call BIS_fnc_ambientAnim__terminate;}
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.
Retrieved from 'https://community.bistudio.com/wiki?title=BIS_fnc_ambientAnim&oldid=120215'