BIS fnc destroyer01OperateHangarDoors: Difference between revisions

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{{Feature|important|Object (ship) must have all animations correctly defined and user actions configured.}}
{{Feature|important|Object (ship) must have all animations correctly defined and user actions configured.}}


|s1= [shipPart, mode] call [[BIS_fnc_destroyer01OperateHangarDoors]]
|s1= [shipPart, doorState] call [[BIS_fnc_destroyer01OperateHangarDoors]]


|p1= shipPart: [[Object]]
|p1= shipPart: [[Object]]


|r1= mode: [[Number]] - doors' animation state; 1 to open, 0 to close
|p2= doorState: [[Number]] - doors' animation state; 1 to open, 0 to close
 
|r1= [[Nothing]]


|x1= <sqf>
|x1= <sqf>
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[this, 0] call BIS_fnc_destroyer01OperateHangarDoors; // to close doors
[this, 0] call BIS_fnc_destroyer01OperateHangarDoors; // to close doors
</sqf>
</sqf>
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
class OpenHangarDoor_1
class OpenHangarDoor_1
{
{
displayNameDefault ="<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
displayName = "$STR_DN_OUT_O_DOOR";
displayName = "$STR_DN_OUT_O_DOOR";
position = "pos_Door_Hangar_1_Trigger";
position = "pos_Door_Hangar_1_Trigger";
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statement = "[this, 1] call BIS_fnc_destroyer01OperateHangarDoors;";
statement = "[this, 1] call BIS_fnc_destroyer01OperateHangarDoors;";
};
};
class CloseHangarDoor_1 : OpenHangarDoor_1
class CloseHangarDoor_1 : OpenHangarDoor_1
{
{

Latest revision as of 21:08, 13 June 2024

Hover & click on the images for description

Description

Description:
This function is designed to handle animations of ship hangar doors from vehicle user action (see Examples). It calls BIS_fnc_destroyer01AnimateHangarDoors.
Object (ship) must have all animations correctly defined and user actions configured.
Execution:
call
Groups:
Destroyer

Syntax

Syntax:
[shipPart, doorState] call BIS_fnc_destroyer01OperateHangarDoors
Parameters:
shipPart: Object
doorState: Number - doors' animation state; 1 to open, 0 to close
Return Value:
Nothing

Examples

Example 1:
[this, 1] call BIS_fnc_destroyer01OperateHangarDoors; // to open doors [this, 0] call BIS_fnc_destroyer01OperateHangarDoors; // to close doors
class OpenHangarDoor_1
{
	displayNameDefault		= "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
	displayName 			= "$STR_DN_OUT_O_DOOR";
	position 				= "pos_Door_Hangar_1_Trigger";
	priority 				= 0.4;
	radius 					= 1.5;
	onlyForPlayer 			= 0;
	condition 				= "(((nearestObjects [this, ['Land_Destroyer_01_hull_04_F'], 50, false]) select 0) animationPhase 'Door_Hangar_1_1_open') < 0.1;";
	statement 				= "[this, 1] call BIS_fnc_destroyer01OperateHangarDoors;";
};

class CloseHangarDoor_1 : OpenHangarDoor_1
{
	displayName 			= "$STR_DN_OUT_C_DOOR";
	position 				= "pos_Door_Hangar_1_Trigger";
	condition 				= "(((nearestObjects [this, ['Land_Destroyer_01_hull_04_F'], 50, false]) select 0) animationPhase 'Door_Hangar_1_1_open') >= 0.1;";
	statement 				= "[this, 0] call BIS_fnc_destroyer01OperateHangarDoors;";
};

Additional Information

See also:
BIS_fnc_destroyer01AnimateHangarDoors

Notes

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