animateBay: Difference between revisions

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|p1= vehicle: [[Object]] |PARAMETER1=
|p1= vehicle: [[Object]] |PARAMETER1=
|p2= [bay, animphase, instant] : [[Array]] |PARAMETER2=
|p2= [bay, animphase, instant] : [[Array]] |PARAMETER2=
|p3= bay: [[Number]] - bay index (index starts from 1 and different from pylon index) |PARAMETER3=
|p3= bay: [[Number]] - bay index (index starts from 1 and different from pylon index) |PARAMETER3=

Revision as of 21:14, 24 September 2020

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Description

Description:
Force 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, animationPhase command can be used with the individual bay door name from animationNames as a workaround. For example for UCAV Sentinel ucav animateBay [1, 1] could be checked with ucav animationPhase "weapons_bay_l_1" or ucav animationPhase "weapons_bay_l_2"
Groups:
AnimationsVehicle Loadouts

Syntax

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

Examples

Example 1:
vehicle player animateBay [1, 0.5];
Example 2:
vehicle player animateBay [1, 1, true];

Additional Information

See also:
Arma 3 Vehicle LoadoutsgetCompatiblePylonMagazinesgetPylonMagazinessetAmmoOnPylonammoOnPylonanimatePylonsetPylonsPrioritysetPylonLoadout

Notes

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Notes

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