animateBay: Difference between revisions
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Lou Montana (talk | contribs) m (Some wiki formatting) |
Lou Montana (talk | contribs) m (Some wiki formatting) |
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|gr2= Vehicle Loadouts | |gr2= Vehicle Loadouts | ||
|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 | |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 == 1. | ||
{{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. | {{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 the UCAV Sentinel: | For example, for the UCAV Sentinel: |
Revision as of 12:45, 13 May 2022
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 Loadouts
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 in range 0..1
- instant: Boolean (Optional, default false) - Animate immediately
- Return Value:
- Nothing
Examples
- Example 1:
- Example 2:
Additional Information
- See also:
- Arma 3: Vehicle Loadouts getCompatiblePylonMagazines getPylonMagazines setAmmoOnPylon ammoOnPylon animatePylon setPylonsPriority setPylonLoadout
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