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Set Sleeping
Mike-MF edited this page Aug 10, 2023
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1 revision
This page will explain the usage of the set sleeping function.
/*
* Author: Josh, Mike
* Sets units in a sleeping animation, alternative call to wake them up.
* Only the first argument is required to put units asleep.
* The other arguments are used for waking up units, if you want an immediate transition set time to -1.
*
* Call from init.sqf or globally from a trigger.
*
* Arguments:
* 0: Group <Group>
* 1: Asleep <BOOL> (default: true)
* 2: Time <NUMBER> (default: 0)
*
* Return Value:
* None
*
* Example:
* [MyGroup] call MFUNC(setSleeping)
* [MyGroup, false, 5] call MFUNC(setSleeping)
*/
This function will simulate AI that are asleep, it will set an animation on a group of units and will do the same for waking up, which can also be staggered.
The staggered wakeup by default will take 7 seconds for a group of 8.
Call from init.sqf or Globally from a trigger.
Example:
[MyGroup] call MFUNC(setSleeping);
This example will set the units asleep.
Wakeup Example:
[MyGroup, false, 0] call TAC_Mission_fnc_setSleeping;
This example will wake up the units with a second delay between each.
If you wish no delay between units waking up change the third parameter to -1
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