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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= < | |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)< | |x2= Create UGV and manipulate its turret (Not possible to do with [[animate]] command. See [[Arma 3: createVehicle/vehicles]] for reference) | ||
ugv | <sqf> | ||
ugv = "B_UGV_01_F" createVehicle (player getRelPos [5, 0]); | |||
ugv addAction ["Show Turret", | |||
{ | { | ||
ugv | ugv animateSource ["Turret", 0]; | ||
ugv | ugv animateSource ["MainTurret", rad 0, true]; | ||
ugv | ugv animateSource ["MainGun", rad 0, true]; | ||
}]; | }]; | ||
ugv | ugv addAction ["Hide Turret", { ugv animateSource ["Turret", 1] }]; | ||
ugv | ugv addAction ["Turret Left", { ugv animateSource ["MainTurret", rad 90] }]; | ||
ugv | ugv addAction ["Turret Right", { ugv animateSource ["MainTurret", -rad 90] }]; | ||
ugv | ugv addAction ["Turret Up", { ugv animateSource ["MainGun", rad 30] }]; | ||
ugv | ugv addAction ["Turret Down", { ugv animateSource ["MainGun", -rad 20] }]; | ||
</sqf> | |||
|x3= < | |x3= <sqf> | ||
barGate | barGate animateSource ["Door_1_sound_source", 1]; // Open | ||
barGate animateSource ["Door_1_sound_source", 0]; // Close | |||
</sqf> | |||
|x4= Open/close Bar Gate automatically: < | |x4= Open/close Bar Gate automatically: | ||
<sqf> | |||
// Bar Gate init | |||
if (isServer) then | |||
{ | { | ||
_gateTrigger = | private _gateTrigger = createTrigger ["EmptyDetector", getPosWorld this, false]; | ||
_gateTrigger | _gateTrigger setVariable ["BarGateObj", this]; | ||
_gateTrigger | _gateTrigger setTriggerActivation ["ANYPLAYER", "PRESENT", true]; | ||
_gateTrigger | _gateTrigger setTriggerArea [5, 25, getDir this, true]; | ||
_gateTrigger | _gateTrigger setTriggerStatements | ||
[ | [ | ||
"this", | "this", | ||
" | "thisTrigger getVariable 'BarGateObj' animateSource ['Door_1_sound_source', 1]", | ||
" | "thisTrigger getVariable 'BarGateObj' animateSource ['Door_1_sound_source', 0]" | ||
]; | ]; | ||
};</ | }; | ||
</sqf> | |||
|seealso= [[animationSourcePhase]] [[setFaceAnimation]] [[animate]] [[animationPhase]] [[animateDoor]] [[doorPhase]] | |seealso= [[animationSourcePhase]] [[setFaceAnimation]] [[animate]] [[animationPhase]] [[animateDoor]] [[doorPhase]] [[animationNames]] | ||
}} | }} |
Latest revision as of 12:30, 12 March 2024
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).
- 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)
- Return Value:
- Nothing
Examples
- Example 1:
- 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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