|Description:||When used on a person, a smooth transition to the given action or gesture is initiated.|
- Actions - Actions are "shortcuts" for animations, which work regardless of the state of the unit they are applied to (for example, standing / running, armed / unarmed). The selected action is converted to an appropriate animation, depending on the state of the unit. For instance, if you apply the
"salute" action, while the unit arm is down, it is translated into
"amovpercmstpslowwrfldnon_salutein" (moving the arm up). If you again apply the same "salute" action, while the arm is still up, it then applies the animation
"amovpercmstpslowwrfldnon_saluteout" (moving the arm down). These action mappings have to be defined by hand, in the appropriate animation configurations. Not all actions are available for all states (in which case, the associated animation is a blank string in the action configuration entry). Typical actions are:
- Gestures - Gestures are body movements, independent from regular animations. They can either affect the whole body, or only certain parts, and can be executed, regardless of the unit current state, and even run concurrently to another animation. So, it is possible to apply the same gesture (for example, a hand signal), whether the unit is standing, running, swimming, or parachuting. While technically a gesture can be executed during most animation states, it is not guaranteed though, that the effect is realistic (for example, a prone unit may move its arms through the ground). An ongoing or looped gesture can be aborted by executing a different gesture. For a list of gestures, open the
CfgGesturesMale class in the Configuration Browser.