animatePylon: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
mNo edit summary |
||
Line 21: | Line 21: | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
|x1= <code>(vehicle player) '''animatePylon''' [1, 0.5];</code>|= Example 1 | |x1= <code>([[vehicle]] [[player]]) '''animatePylon''' [1, 0.5];</code>|= Example 1 | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
Revision as of 18:16, 16 May 2017
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:
- Uncategorised
Syntax
- Syntax:
- vehicle animatePylon [pylon name/index, anim phase]
- Parameters:
- vehicle: Object
- [pylon name/index, anim phase (0-1)] : Array
- Return Value:
- Nothing
Examples
Additional Information
- See also:
- See also needed
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