jarni 2 Posted January 17, 2020 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? Share this post Link to post Share on other sites