animatePylon: Difference between revisions
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Lou Montana (talk | contribs) m (Some wiki formatting) |
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|p1= vehicle: [[Object]] | |p1= vehicle: [[Object]] | ||
|p2= pylon: [[Number]] or {{GVI|arma3|1.94|size= 0.75}} [[String]] - pylon index (index starts from 1) or pylon name (see {{ | |p2= pylon: [[Number]] or {{GVI|arma3|1.94|size= 0.75}} [[String]] - pylon index (index starts from 1) or pylon name (see {{Link|getCompatiblePylonMagazines#Example 3}}) | ||
|p3= animphase: [[Number]] - animation phase in range 0..1 | |p3= animphase: [[Number]] - animation phase in range 0..1 |
Latest revision as of 17:43, 4 January 2023
Description
- Description:
- Force animation of pylon to given state, -1 for reset to engine handling, can cause weapon inoperative, because weapon is released when pylon state == 1.
- Groups:
- AnimationsVehicle Loadouts
Syntax
- Syntax:
- vehicle animatePylon [pylon, animphase, instant]
- Parameters:
- vehicle: Object
- pylon: Number or 1.94 String - pylon index (index starts from 1) or pylon name (see getCompatiblePylonMagazines - Example 3)
- animphase: Number - animation phase in range 0..1
- instant: Boolean - (Optional) animate immediately
- Return Value:
- Nothing
Examples
- Example 1:
- Example 2:
- Example 3:
Additional Information
- See also:
- Arma 3: Vehicle Loadouts getCompatiblePylonMagazines getPylonMagazines setAmmoOnPylon animateBay setPylonsPriority setPylonLoadout
Notes
-
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