animateBay: Difference between revisions
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Killzone Kid (talk | contribs) (bay is different from pylon) |
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|p2= [bay, animphase] : [[Array]] |PARAMETER2= | |p2= [bay, animphase] : [[Array]] |PARAMETER2= | ||
|p3= bay: [[Number | |p3= bay: [[Number]] - bay index (index starts from 1 and different from pylon index) |PARAMETER3= | ||
|p4= animphase: [[Number]] - animation phase (0...1) |PARAMETER4= | |p4= animphase: [[Number]] - animation phase (0...1) |PARAMETER4= | ||
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|x1= <code>[[vehicle]] [[player]] [[animateBay]] [1, 0.5];</code>|EXAMPLE1= | |x1= <code>[[vehicle]] [[player]] [[animateBay]] [1, 0.5];</code>|EXAMPLE1= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
Revision as of 18:24, 15 April 2019
Description
- Description:
- Force 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:
- Uncategorised
Syntax
- Syntax:
- vehicle animateBay [bay, animphase]
- Parameters:
- vehicle: Object
- [bay, animphase] : Array
- bay: Number - bay index (index starts from 1 and different from pylon index)
- animphase: Number - animation phase (0...1)
- Return Value:
- Nothing
Examples
- Example 1:
vehicle player animateBay [1, 0.5];
Additional Information
- See also:
- Arma 3 Vehicle LoadoutsgetCompatiblePylonMagazinesgetPylonMagazinessetAmmoOnPylonammoOnPylonanimatePylonsetPylonsPrioritysetPylonLoadOut
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