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- Activates given object animation. Animation is defined in CfgModels animations class. Class names listed in CfgVehicles AnimationSources bound to "Proxy" controller can also be animated with animate command (see Arma 3: createVehicle/vehicles).
- object animate [animationName, phase, speed]
- object: Object
- animationName: String - Name of the animation. This is the class-name of the animation defined in the config
- phase: Number - 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
- speed: Boolean or (since 1.66) Number - (Optional, default false) when true animation is instant; Number > 0 is treated as config speed value multiplier
- Return Value:
- Example 1:
- _building animate ["maindoor", 1];
- Example 2:
- Example 3:
- Create Offroad and add flashing police light bar:
- See also:
- animationPhase setFaceAnimation animateSource animationSourcePhase animateDoor doorPhase animationNames
- Posted on Aug 23, 2007 - 22:50 (UTC)
Animations can be used on existing game models such as houses that have doors eg. The general syntax is
to 'open' the door andhouse animate ["dvere1", 1]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.house animate ["dvere1", 0]
'open' and 'close' are visual perceptions of the state of the model, and are a design decision of the p3d. Open does not, necessarily mean, 1, and close does not mean 0.
'0' and '1' are better seen as FULLY_OFF and FULLY_ON
If a door is initially closed in the model, FULLY_ON, will open it. If it is initialy OPEN visually, in the model, FULLY_ON will close it.
initphase = 1; (in config cpp) does not alter open and close meanings, all it does is set the model to the 'on' (rather than 'off') state to begin with. Whether on means open or close visually is a p3d design decision.
- Posted on Dec 06, 2008 - 08:23 (UTC)
Also, to animate the object called "Bar Gate" in ArmA, use the following: to close it, andmyGate animate ["Bargate",1]to open it.myGate animate ["Bargate", 0]
- Posted on Feb 16, 2016 - 21:33 (UTC)
- "Bargate" was exchanged with "Door_1_rot" at one point:
- Posted on Mar 14, 2016 - 00:34 (UTC)
To animate bargate use animateSource:
bargate animateSource ["Door_1_source", 1];
- Posted on Nov 25, 2017 - 20:55 (UTC)
For pop-up targets, you can keep the target down (until you tell it to pop up) with:
When you're ready for the target to pop up, you can use:target1 animate ["terc", 1];With this setting, the target will return to its usual behavior of going down when hit and automatically popping back up again. To make the target stay down after being hit, add the following line:target1 animate ["terc", 0];