animatePylon: Difference between revisions
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Killzone Kid (talk | contribs) (instant optional) |
Killzone Kid (talk | contribs) (example) |
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|x1= <code>[[vehicle]] [[player]] [[animatePylon]] [1, 0.5];</code>|EXAMPLE1= | |x1= <code>[[vehicle]] [[player]] [[animatePylon]] [1, 0.5];</code>|EXAMPLE1= | ||
|x2= <code>[[vehicle]] [[player]] [[animatePylon]] ["pylon1", 0.5];</code>|EXAMPLE2= | |x2= <code>[[vehicle]] [[player]] [[animatePylon]] ["pylon1", 0.5];</code>|EXAMPLE2= | ||
|x3= <code>[[vehicle]] [[player]] [[animatePylon]] ["pylon1", 1, [[true]]];</code>|EXAMPLE3= | |||
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Revision as of 12:54, 15 February 2020
Description
- Description:
- Force animation of pylon to given state, -1 for reset to engine handling, can cause weapon inoperative, because weapon is released when pylon state =1. Supports pylon name since Arma 3 v1.93.145594
- Groups:
- Uncategorised
Syntax
- Syntax:
- vehicle animatePylon [pylon, animphase, instant]
- Parameters:
- vehicle: Object
- [pylon, animphase, instant] : Array
- pylon: Number or String - pylon index (index starts from 1) or pylon name (see getCompatiblePylonMagazines Example 4)
- animphase: Number - animation phase (0...1)
- instant (Optional): Boolean - animate immediately
- Return Value:
- Nothing
Examples
- Example 1:
vehicle player animatePylon [1, 0.5];
- Example 2:
vehicle player animatePylon ["pylon1", 0.5];
- Example 3:
vehicle player animatePylon ["pylon1", 1, true];
Additional Information
- See also:
- Arma 3 Vehicle LoadoutsgetCompatiblePylonMagazinesgetPylonMagazinessetAmmoOnPylonanimateBaysetPylonsPrioritysetPylonLoadout
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