animateBay: Difference between revisions
Jump to navigation
Jump to search
Killzone Kid (talk | contribs) (optional instant) |
Killzone Kid (talk | contribs) No edit summary |
||
Line 21: | Line 21: | ||
|p3= bay: [[Number]] - bay index (index starts from 1 and different from pylon index) |PARAMETER3= | |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= | ||
|p5= instant (Optional): [[ | |p5= instant (Optional): [[Boolean]] - animate immediately |PARAMETER5= | ||
| [[Nothing]] |RETURNVALUE= | | [[Nothing]] |RETURNVALUE= |
Revision as of 12:31, 15 February 2020
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, instant]
- Parameters:
- vehicle: Object
- [bay, animphase, instant] : Array
- bay: Number - bay index (index starts from 1 and different from pylon index)
- animphase: Number - animation phase (0...1)
- instant (Optional): Boolean - animate immediately
- 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