animationPhase: Difference between revisions
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|x3= <code>_tank [[animationPhase]] "MainTurret";</code> | |x3= <code>_tank [[animationPhase]] "MainTurret";</code> | ||
| mp = In OFP, on dedicated servers, ''animationPhase'' will always return 0, no matter what the actual phase is.| [[animate]], [[moveTime]], [[setFaceAnimation]], [[animateDoor]], [[doorPhase]], [[animateSource]], [[animationSourcePhase]], [[animationNames]] | |mp= In OFP, on dedicated servers, ''animationPhase'' will always return 0, no matter what the actual phase is.| [[animate]], [[moveTime]], [[setFaceAnimation]], [[animateDoor]], [[doorPhase]], [[animateSource]], [[animationSourcePhase]], [[animationNames]] | ||
}} | }} | ||
Revision as of 13:24, 25 January 2021
Description
- Description:
- Description needed
- Multiplayer:
- In OFP, on dedicated servers, animationPhase will always return 0, no matter what the actual phase is.
- Groups:
- Animations
Syntax
- Syntax:
- Syntax needed
- Parameters:
- object: Object - building eg
- animationName: String - name of the animation. This is the class-name of the animation defined in the addon's config.cpp.
- Return Value:
- Return value needed
Examples
- Example 1:
_building animate ["maindoor",1]; sleep 1; _p = _building animationPhase "maindoor";
returns 1 (if the animation speed is <= 2 seconds)- Example 2:
_flagPole animationPhase "flag";
- Example 3:
_tank animationPhase "MainTurret";
Additional Information
- See also:
- See also needed
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