animationPhase: Difference between revisions
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|gr1= Animations |= | |gr1= Animations |GROUP1= | ||
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Revision as of 15:29, 24 September 2020
Description
- Description:
- Returns the phase of the given animation on the given object. Animation can be scripted (animate, animateSource, animateDoor) or engine driven. Animation names for an object could be found out with animationNames command. When animation is rotation, like with "MainTurret" for example, the output is in radians, to convert to degrees use deg command.
- Multiplayer:
- In OFP, on dedicated servers, animationPhase will always return 0, no matter what the actual phase is.
- Groups:
- Animations
Syntax
- Syntax:
- object animationPhase animationName
- Parameters:
- object: Object - building eg
- animationName: String - name of the animation. This is the class-name of the animation defined in the addon's config.cpp.
- Return Value:
- Number - range 0 (start point of the animation) to 1 (end point of the animation).
Examples
- Example 1:
_building animate ["maindoor",1]; sleep 1; _p = _building animationPhase "maindoor";
returns 1 (if the animation speed is <= 2 seconds)- Example 2:
_flagPole animationPhase "flag";
- Example 3:
_tank animationPhase "MainTurret";
Additional Information
- See also:
- animatemoveTimesetFaceAnimationanimateDoordoorPhaseanimateSourceanimationSourcePhaseanimationNames
Notes
-
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Notes
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint: Resistance version 1.75
- Operation Flashpoint: Resistance: New Scripting Commands
- Operation Flashpoint: Resistance: Scripting Commands
- Command Group: Animations
- Scripting Commands OFP 1.99
- Scripting Commands OFP 1.96
- Scripting Commands Armed Assault
- Scripting Commands Arma 2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters