animateBay: Difference between revisions

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{{Command|=
{{RV|type=command
____________________________________________________________________________________________


| arma3 |= Game name
|game1= arma3
|version1= 1.70


|1.70|= Game Version
|eff= local


____________________________________________________________________________________________
|arg= global


|Force animation of bay to given state, -1 for reset to engine handling, can cause weapon inoperative, because weapon is released when bay state <nowiki>=</nowiki>1.|= Description
|gr1= Animations
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| vehicle '''animateBay''' [pylon name/index, anim phase] |= Syntax
|gr2= Vehicle Loadouts


|p1= vehicle: [[Object]] |= Parameter 1
|descr= Forces animation of bay to given state, -1 for reset to engine handling, can cause weapon inoperative, because weapon is released when bay state == 1.
{{Feature|informative|
While there is no getter to read the animation phase of the given bay, the [[animationPhase]] command can be used with the individual bay door name from [[animationNames]] as a workaround (See {{Link|#Example 3}}).
}}


|p2= [pylon name/index, anim phase (0-1)] : [[Array]] |= Parameter 2
|s1= vehicle [[animateBay]] [bay, animphase, instant]


| [[Nothing]] |= Return Value
|p1= vehicle: [[Object]]


____________________________________________________________________________________________
|p2= bay: [[Number]] - bay index (index starts from 1 and different from pylon index)


|x1= <code>([[vehicle]] [[player]]) '''animateBay''' ["pylonLeft1", 0.5];</code>|= Example 1
|p4= animphase: [[Number]] - animation phase in range 0..1
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| |= See Also
|p5= instant: [[Boolean]] - (Optional, default [[false]]) animate immediately


}}
|r1= [[Nothing]]
 
|x1= <sqf>vehicle player animateBay [1, 0.5];</sqf>
 
|x2= <sqf>vehicle player animateBay [1, 1, true];</sqf>


|x3= Getter example, here for the UCAV Sentinel:<sqf>
ucav animateBay [1, 1];
// can be checked with
ucav animationPhase "weapons_bay_l_1";
// or
ucav animationPhase "weapons_bay_l_2";
</sqf>


<h3 style="display:none">Notes</h3>
<dl class="command_description">
</dl>


<h3 style="display:none">Bottom Section</h3>
|seealso= [[Arma 3: Vehicle Loadouts]] [[getCompatiblePylonMagazines]] [[getPylonMagazines]] [[setAmmoOnPylon]] [[ammoOnPylon]] [[animatePylon]] [[setPylonsPriority]] [[setPylonLoadout]]
[[Category:Arma_3:_New_Scripting_Commands_List|{{uc:{{PAGENAME}}}}]]
}}
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]

Latest revision as of 12:17, 8 November 2023

Hover & click on the images for description

Description

Description:
Forces animation of bay to given state, -1 for reset to engine handling, can cause weapon inoperative, because weapon is released when bay state == 1.
While there is no getter to read the animation phase of the given bay, the animationPhase command can be used with the individual bay door name from animationNames as a workaround (See Example 3).
Groups:
AnimationsVehicle Loadouts

Syntax

Syntax:
vehicle animateBay [bay, animphase, instant]
Parameters:
vehicle: Object
bay: Number - bay index (index starts from 1 and different from pylon index)
animphase: Number - animation phase in range 0..1
instant: Boolean - (Optional, default false) animate immediately
Return Value:
Nothing

Examples

Example 1:
vehicle player animateBay [1, 0.5];
Example 2:
vehicle player animateBay [1, 1, true];
Example 3:
Getter example, here for the UCAV Sentinel:
ucav animateBay [1, 1]; // can be checked with ucav animationPhase "weapons_bay_l_1"; // or ucav animationPhase "weapons_bay_l_2";

Additional Information

See also:
Arma 3: Vehicle Loadouts getCompatiblePylonMagazines getPylonMagazines setAmmoOnPylon ammoOnPylon animatePylon setPylonsPriority setPylonLoadout

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note