fingolfin 1972 Posted August 16, 2018 I feel rather dumb for asking, but since I have not much scripting/coding experience I’m kind of stuck… At the beginning of a mission my squad should be resting and using the BIS_fnc_ambientAnimCombat command it worked like a charm. Now I want to end their animations if a certain variable “Squad_Getup” is true (it is set false at the beginning of the mission) and I can only find example for changing combat behavior or the player getting near them like is one: [_unit,"STAND","FULL",{(player distance _this) < 5}] call BIS_fnc_ambientAnimCombat; So, what would have to go into the “{(player distance _this) < 5}” part in my case? “Squad_Getup” alone didn’t work, neither did “Squad_Getup=true”. Thank you! Share this post Link to post Share on other sites
Dedmen 2590 Posted August 16, 2018 1 minute ago, fingolfin said: “Squad_Getup” alone didn’t work Yes because your variable is undefined. Undefined variables error out. 2 minutes ago, fingolfin said: neither did “Squad_Getup=true” Yes because this is setting the variable. Not checking it. (!isNil "Squad_Getup") && {Squad_Getup} https://community.bistudio.com/wiki/isNil https://community.bistudio.com/wiki/a_%26%26_b 1 Share this post Link to post Share on other sites
fingolfin 1972 Posted August 16, 2018 40 minutes ago, Dedmen said: Yes because your variable is undefined. Undefined variables error out. Yes because this is setting the variable. Not checking it. (!isNil "Squad_Getup") && {Squad_Getup} https://community.bistudio.com/wiki/isNil https://community.bistudio.com/wiki/a_%26%26_b (!isNil "Squad_Getup") alone worked, (!isNil "Squad_Getup") && {Squad_Getup} gave me some bad returns. Anyway, thanks a lot! Share this post Link to post Share on other sites