animateBay: Difference between revisions
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Killzone Kid (talk | contribs) (getter workaround) |
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|Force animation of bay to given state, -1 for reset to engine handling, can cause weapon inoperative, because weapon is released when bay state <nowiki>=</nowiki>1.|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 <nowiki>=</nowiki>1. | ||
<br><br>{{Informative | While there is no getter to read the animation phase of the given bay, [[animationPhase]] command can be used with the individual bay door name from [[animationNames]] as a workaround. For example for UCAV Sentinel <tt>ucav [[animateBay]] [1, 1]</tt> could be checked with <tt>ucav [[animationPhase]] "weapons_bay_l_1"</tt> or <tt>ucav [[animationPhase]] "weapons_bay_l_2"</tt>}}|DESCRIPTION= | |||
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Revision as of 12:53, 16 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