animationPhase: Difference between revisions

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|x3= <code>_tank [[animationPhase]] "MainTurret";</code>
|x3= <code>_tank [[animationPhase]] "MainTurret";</code>


|mp= In OFP, on dedicated servers, ''animationPhase'' will always return 0, no matter what the actual phase is.| [[animate]], [[moveTime]], [[setFaceAnimation]], [[animateDoor]], [[doorPhase]], [[animateSource]], [[animationSourcePhase]], [[animationNames]]
|mp= In OFP, on dedicated servers, ''animationPhase'' will always return 0, no matter what the actual phase is.|seealso= [[animate]], [[moveTime]], [[setFaceAnimation]], [[animateDoor]], [[doorPhase]], [[animateSource]], [[animationSourcePhase]], [[animationNames]]
}}
}}



Revision as of 23:22, 16 February 2021

Hover & click on the images for description

Description

Description:
Description needed
Multiplayer:
In OFP, on dedicated servers, animationPhase will always return 0, no matter what the actual phase is.
Groups:
Animations

Syntax

Syntax:
Syntax needed
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:
Return value needed

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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