animate

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Editors, please check Policy: Scripting Command Page Syntax.
Introduced in Operation Flashpoint: Resistance version 1.75Arguments of this scripting command don't have to be local to the client the command is executed onEffects of this scripting command are broadcasted over the network and happen on every computer in the network

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Introduced in

Game:
Operation Flashpoint: Resistance
Version:
1.75

Description

Description:
Process a linear animation on an object. Such animations are only used in user-made addons, they can be defined in the addon's config.cpp.

Syntax

Syntax:
Object animate ["animationName", phase]
Parameters:
object: Object
animationName: String - name of the animation. This is the class-name of the animation defined in the addon's config.cpp.
animationPhase: Integer - range 0 (start point of the animation) to 1 (end point of the animation). The speed, in which the animation is processed, is defined in the addon's config.cpp and cannot be changed during running missions.
Return Value:
Nothing

Examples

Example 1:
_building animate ["maindoor", 1]

Additional Information

Multiplayer:
Behaviour unknown.
See also:
animationPhase

Notes

Notes

+ Add Note

Only post proven facts here. Use the talk page or the forums for discussions.

Notes

Posted on January 20, 2007
bdfy
Animated object have to be in sight of the player (or camera) for the animation to be actually performed. If the object is not seen, animationPhase will only return zero.
Posted on Aug 2007
Mikero
Animations can be used on existing game models such as houses that have doors eg. The general syntax is house animate ["dvere1",1] to open the door and house animate ["dvere1",0] to close it. Whether used on Oem addons, or official ones, an internal working knowledge (via config.cpp) of the model's animated name(s) is required.

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