animateBay: Difference between revisions
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{{RV|type=command | {{RV|type=command | ||
| arma3 | |game1= arma3 | ||
|1.70 | |version1= 1.70 | ||
|eff= local | |eff= local | ||
|arg= global | |arg= global | ||
|gr1= Animations | |gr1= Animations | ||
| | |gr2= Vehicle Loadout | ||
|descr= Forces animation of bay to given state, -1 for reset to engine handling, can cause weapon inoperative, because weapon is released when bay state <nowiki>=</nowiki>1. | |||
<br><br>{{Feature | Informative | 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 <tt>ucav [[animateBay]] [1, 1]</tt> could be checked with <tt>ucav [[animationPhase]] "weapons_bay_l_1"</tt> or <tt>ucav [[animationPhase]] "weapons_bay_l_2"</tt>}} | <br><br>{{Feature | Informative | 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 <tt>ucav [[animateBay]] [1, 1]</tt> could be checked with <tt>ucav [[animationPhase]] "weapons_bay_l_1"</tt> or <tt>ucav [[animationPhase]] "weapons_bay_l_2"</tt>}} | ||
| vehicle '''animateBay''' [bay, animphase, instant] | |s1= vehicle '''animateBay''' [bay, animphase, instant] | ||
|p1= vehicle: [[Object]] | |p1= vehicle: [[Object]] | ||
| [[Nothing]] | |p2= bay: [[Number]] - Bay index (index starts from 1 and different from pylon index) | ||
|p4= animphase: [[Number]] - Animation phase (0...1) | |||
|p5= instant (Optional): [[Boolean]] - Animate immediately | |||
|r1= [[Nothing]] | |||
|x1= <code>[[vehicle]] [[player]] [[animateBay]] [1, 0.5];</code> | |x1= <code>[[vehicle]] [[player]] [[animateBay]] [1, 0.5];</code> | ||
|x2= <code>[[vehicle]] [[player]] [[animateBay]] [1, 1, [[true]]];</code> | |x2= <code>[[vehicle]] [[player]] [[animateBay]] [1, 1, [[true]]];</code> | ||
|seealso= [[Arma 3: Vehicle Loadouts]],[[getCompatiblePylonMagazines]],[[getPylonMagazines]],[[setAmmoOnPylon]],[[ammoOnPylon]],[[animatePylon]],[[setPylonsPriority]],[[setPylonLoadout]] | |seealso= [[Arma 3: Vehicle Loadouts]],[[getCompatiblePylonMagazines]],[[getPylonMagazines]],[[setAmmoOnPylon]],[[ammoOnPylon]],[[animatePylon]],[[setPylonsPriority]],[[setPylonLoadout]] | ||
}} | }} |
Revision as of 09:28, 4 May 2021
Description
- Description:
- Forces animation of bay to given state, -1 for reset to engine handling, can cause weapon inoperative, because weapon is released when bay state =1.
- Groups:
- AnimationsVehicle Loadout
Syntax
- Syntax:
- vehicle animateBay [bay, animphase, instant]
- Parameters:
- vehicle: Object
- 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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