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jarni

BIS_fnc_ambientAnim ignores equipmentLevel parameter

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Hello community.

 

Been experimenting with different ambient animations using this call

[test_subject, "<animation>", "ASIS"] call BIS_fnc_ambientAnim;

 

and built this list:

//! + "STAND1", "STAND2", "WATCH", "WATCH1", "WATCH2"
//! - "STAND_U1", "STAND_U2", "STAND_U3", "GUARD", "LEAN_ON_TABLE"
//! ? "LEAN"
//! + "SIT1", "SIT", "SIT3", "SIT_HIGH1", "SIT_HIGH", "SIT_LOW", "SIT_SAD1", "SIT_SAD2"
//! - "SIT_AT_TABLE", "SIT_LOW_U", "SIT_U1", "SIT_U2", "SIT_U3"
//! - "REPAIR_VEH_PRONE", "REPAIR_VEH_KNEEL", "REPAIR_VEH_STAND"
//! - "PRONE_INJURED_U1", "PRONE_INJURED_U2"
//! ? "PRONE_INJURED"
//! + "KNEEL"
//! - "KNEEL_TREAT","KNEEL_TREAT2"
//! - "BRIEFING", "BRIEFING_POINT_LEFT", "BRIEFING_POINT_RIGHT", "BRIEFING_POINT_TABLE", "LISTEN_BRIEFING"

+ - doesn't change equipment, i.e. respects equipmentLevel parameter

- - removes primary weapon and backpack

? - removes backpack only

 

This is not mentioned in description or Notes here https://community.bistudio.com/wiki/BIS_fnc_ambientAnim

1. Is this a bug or intended behavior?

2. Is there a simple\existing\proper way to bypass this except storing equipment list and restoring it after animation is terminated?

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