animateBay: Difference between revisions
Jump to navigation
Jump to search
Lou Montana (talk | contribs) m (Text replacement - "\| *((\[\[.*\]\],? ?)+) * \}\}" to "|seealso= $1 }}") |
Lou Montana (talk | contribs) m (Some wiki formatting) |
||
(19 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
{{RV|type=command | {{RV|type=command | ||
| arma3 | |game1= arma3 | ||
|version1= 1.70 | |||
| | |eff= local | ||
|arg= global | |arg= global | ||
|gr1= Animations | |gr1= Animations | ||
|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 == 1. | ||
{{Feature|informative| | |||
While there is no getter to read the animation phase of the given bay, the [[animationPhase]] command can be used with the individual bay door name from [[animationNames]] as a workaround (See {{Link|#Example 3}}). | |||
}} | |||
| vehicle | |s1= vehicle [[animateBay]] [bay, animphase, instant] | ||
|p1= vehicle: [[Object]] | |p1= vehicle: [[Object]] | ||
| [[ | |p2= bay: [[Number]] - bay index (index starts from 1 and different from pylon index) | ||
|p4= animphase: [[Number]] - animation phase in range 0..1 | |||
|p5= instant: [[Boolean]] - (Optional, default [[false]]) animate immediately | |||
| | |r1= [[Nothing]] | ||
| | |x1= <sqf>vehicle player animateBay [1, 0.5];</sqf> | ||
|x2= <sqf>vehicle player animateBay [1, 1, true];</sqf> | |||
|x3= Getter example, here for the UCAV Sentinel:<sqf> | |||
ucav animateBay [1, 1]; | |||
// can be checked with | |||
ucav animationPhase "weapons_bay_l_1"; | |||
// or | |||
ucav animationPhase "weapons_bay_l_2"; | |||
</sqf> | |||
|seealso= [[Arma 3: Vehicle Loadouts]] [[getCompatiblePylonMagazines]] [[getPylonMagazines]] [[setAmmoOnPylon]] [[ammoOnPylon]] [[animatePylon]] [[setPylonsPriority]] [[setPylonLoadout]] | |||
}} |
Latest revision as of 11:17, 8 November 2023
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:
- Example 3:
- Getter example, here for the UCAV Sentinel:ucav animateBay [1, 1]; // can be checked with ucav animationPhase "weapons_bay_l_1"; // or ucav animationPhase "weapons_bay_l_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