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|p3= phase: [[Number]] - wanted animation phase
|p3= phase: [[Number]] - wanted animation phase


|p5= speed: [[Boolean]] or [[Number]]
|p5= speed: [[Boolean]] or [[Number]] - (Optional, default [[false]])
* [[Boolean]] - when set to [[true]], animation is instant.
* [[Boolean]] - when set to [[true]], animation is instant
* {{GVI|arma3|1.66|size=0.75}} [[Number]] > 0 is treated as config speed value multiplier
* {{GVI|arma3|1.66|size= 0.75}} [[Number]] > 0 is treated as config speed value multiplier. Since {{GVI|arma3|2.10|size= 0.75}} values <= 0 will instantly reset animation to initPhase.


|r1= [[Nothing]]
|r1= [[Nothing]]


|x1= <code>house [[animateSource]] ["Door_1_source", 1, [[true]]];</code>
|x1= <sqf>house animateSource ["Door_1_source", 1, true];</sqf>


|x2= Create UGV and manipulate its turret (Not possible to do with [[animate]] command. See [[Arma 3: createVehicle/vehicles]] for reference)<code>ugv = "B_UGV_01_F" [[createVehicle]] ([[player]] [[getRelPos]] [5, 0]);
|x2= Create UGV and manipulate its turret (Not possible to do with [[animate]] command. See [[Arma 3: createVehicle/vehicles]] for reference)
ugv [[addAction]] ["Show Turret",
<sqf>
ugv = "B_UGV_01_F" createVehicle (player getRelPos [5, 0]);
ugv addAction ["Show Turret",
{
{
ugv [[animateSource]] ["Turret", 0];
ugv animateSource ["Turret", 0];
ugv [[animateSource]] ["MainTurret", [[rad]] 0, [[true]]];
ugv animateSource ["MainTurret", rad 0, true];
ugv [[animateSource]] ["MainGun", [[rad]] 0, [[true]]];
ugv animateSource ["MainGun", rad 0, true];
}];
}];
ugv [[addAction]] ["Hide Turret", { ugv [[animateSource]] ["Turret", 1] }];
ugv addAction ["Hide Turret", { ugv animateSource ["Turret", 1] }];
ugv [[addAction]] ["Turret Left", { ugv [[animateSource]] ["MainTurret",  [[rad]] 90] }];
ugv addAction ["Turret Left", { ugv animateSource ["MainTurret", rad 90] }];
ugv [[addAction]] ["Turret Right", { ugv [[animateSource]] ["MainTurret", -[[rad]] 90] }];
ugv addAction ["Turret Right", { ugv animateSource ["MainTurret", -rad 90] }];
ugv [[addAction]] ["Turret Up",   { ugv [[animateSource]] ["MainGun", [[rad]] 30] }];
ugv addAction ["Turret Up", { ugv animateSource ["MainGun", rad 30] }];
ugv [[addAction]] ["Turret Down", { ugv [[animateSource]] ["MainGun", -[[rad]] 20] }];</code>
ugv addAction ["Turret Down", { ugv animateSource ["MainGun", -rad 20] }];
</sqf>


|x3= <code>barGate [[animateSource]] ["Door_1_sound_source", 1]; {{cc|Open}}
|x3= <sqf>
barGate [[animateSource]] ["Door_1_sound_source", 0]; {{cc|Close}}</code>
barGate animateSource ["Door_1_sound_source", 1]; // Open
barGate animateSource ["Door_1_sound_source", 0]; // Close
</sqf>


|x4= Open/close Bar Gate automatically: <code>{{cc|Bar Gate init}}
|x4= Open/close Bar Gate automatically:
[[if]] ([[isServer]]) [[then]]
<sqf>
// Bar Gate init
if (isServer) then
{
{
_gateTrigger = [[createTrigger]] ["EmptyDetector", [[getPosWorld]] [[Magic Variables#this_2|this]], [[false]]];
private _gateTrigger = createTrigger ["EmptyDetector", getPosWorld this, false];
_gateTrigger [[setVariable]] ["BarGateObj", [[Magic Variables#this_2|this]]];
_gateTrigger setVariable ["BarGateObj", this];
_gateTrigger [[setTriggerActivation]] ["ANYPLAYER", "PRESENT", [[true]]];
_gateTrigger setTriggerActivation ["ANYPLAYER", "PRESENT", true];
_gateTrigger [[setTriggerArea]] [5, 25, [[getDir]] [[Magic Variables#this_2|this]], [[true]]];
_gateTrigger setTriggerArea [5, 25, getDir this, true];
_gateTrigger [[setTriggerStatements]]
_gateTrigger setTriggerStatements  
[
[
"this",
"this",
"[[thisTrigger]] [[getVariable]] 'BarGateObj' [[animateSource]] ['Door_1_sound_source', 1]",
"thisTrigger getVariable 'BarGateObj' animateSource ['Door_1_sound_source', 1]",
"[[thisTrigger]] [[getVariable]] 'BarGateObj' [[animateSource]] ['Door_1_sound_source', 0]"
"thisTrigger getVariable 'BarGateObj' animateSource ['Door_1_sound_source', 0]"
];
];
};</code>
};
</sqf>


|seealso= [[animationSourcePhase]] [[setFaceAnimation]] [[animate]] [[animationPhase]], [[animateDoor]], [[doorPhase]], [[animationNames]]
|seealso= [[animationSourcePhase]] [[setFaceAnimation]] [[animate]] [[animationPhase]] [[animateDoor]] [[doorPhase]] [[animationNames]]
}}
}}

Latest revision as of 12:30, 12 March 2024

Hover & click on the images for description

Description

Description:
Process an animation of the object. If animate uses class name from CfgModels Animations, animateSource uses name defined by the source property. AnimationSources can animate multiple animate Animations. AnimationSource is defined in CfgVehicles' AnimationSources (see Arma 3: createVehicle/vehicles).
Arma 3
It is recommended that animateSource command is used instead of animate whenever is possible, as it is more efficient and optimized for MP
Mixing animateSource command with animate command to animate the same part may produce some undefined behaviour.
Groups:
Animations

Syntax

Syntax:
object animateSource [source, phase, speed]
Parameters:
object: Object
source: String - common source
phase: Number - wanted animation phase
speed: Boolean or Number - (Optional, default false)
  • Boolean - when set to true, animation is instant
  • Arma 3 logo black.png1.66 Number > 0 is treated as config speed value multiplier. Since Arma 3 logo black.png2.10 values <= 0 will instantly reset animation to initPhase.
Return Value:
Nothing

Examples

Example 1:
house animateSource ["Door_1_source", 1, true];
Example 2:
Create UGV and manipulate its turret (Not possible to do with animate command. See Arma 3: createVehicle/vehicles for reference)
ugv = "B_UGV_01_F" createVehicle (player getRelPos [5, 0]); ugv addAction ["Show Turret", { ugv animateSource ["Turret", 0]; ugv animateSource ["MainTurret", rad 0, true]; ugv animateSource ["MainGun", rad 0, true]; }]; ugv addAction ["Hide Turret", { ugv animateSource ["Turret", 1] }]; ugv addAction ["Turret Left", { ugv animateSource ["MainTurret", rad 90] }]; ugv addAction ["Turret Right", { ugv animateSource ["MainTurret", -rad 90] }]; ugv addAction ["Turret Up", { ugv animateSource ["MainGun", rad 30] }]; ugv addAction ["Turret Down", { ugv animateSource ["MainGun", -rad 20] }];
Example 3:
barGate animateSource ["Door_1_sound_source", 1]; // Open barGate animateSource ["Door_1_sound_source", 0]; // Close
Example 4:
Open/close Bar Gate automatically:
// Bar Gate init if (isServer) then { private _gateTrigger = createTrigger ["EmptyDetector", getPosWorld this, false]; _gateTrigger setVariable ["BarGateObj", this]; _gateTrigger setTriggerActivation ["ANYPLAYER", "PRESENT", true]; _gateTrigger setTriggerArea [5, 25, getDir this, true]; _gateTrigger setTriggerStatements [ "this", "thisTrigger getVariable 'BarGateObj' animateSource ['Door_1_sound_source', 1]", "thisTrigger getVariable 'BarGateObj' animateSource ['Door_1_sound_source', 0]" ]; };

Additional Information

See also:
animationSourcePhase setFaceAnimation animate animationPhase animateDoor doorPhase animationNames

Notes

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