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fingolfin

[Solved] Ending BIS_fnc_ambientAnimCombat if a condition is true

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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!

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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

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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!

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