animateBay: Difference between revisions

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m (Text replacement - "\|seealso= *\[\[([^ ]+)\]\], *\[\[([^ ]+)\]\]" to "|seealso= $1 $2")
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|x2= <code>[[vehicle]] [[player]] [[animateBay]] [1, 1, [[true]]];</code>
|x2= <code>[[vehicle]] [[player]] [[animateBay]] [1, 1, [[true]]];</code>


|seealso= [[Arma 3: Vehicle Loadouts]] [[getCompatiblePylonMagazines]] [[getPylonMagazines]] [[setAmmoOnPylon]] [[ammoOnPylon]] [[animatePylon]],[[setPylonsPriority]],[[setPylonLoadout]]
|seealso= [[Arma 3: Vehicle Loadouts]] [[getCompatiblePylonMagazines]] [[getPylonMagazines]] [[setAmmoOnPylon]] [[ammoOnPylon]] [[animatePylon]] [[setPylonsPriority]],[[setPylonLoadout]]
}}
}}

Revision as of 22:29, 20 January 2022

Hover & click on the images for description

Description

Description:
Forces animation of bay to given state, -1 for reset to engine handling, can cause weapon inoperative, because weapon is released when bay state =1.
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 ucav animateBay [1, 1] could be checked with ucav animationPhase "weapons_bay_l_1" or ucav animationPhase "weapons_bay_l_2"
Groups:
AnimationsVehicle Loadouts

Syntax

Syntax:
vehicle animateBay [bay, animphase, instant]
Parameters:
vehicle: Object
bay: Number - Bay index (index starts from 1 and different from pylon index)
animphase: Number - Animation phase (0...1)
instant: Boolean (Optional, default false) - Animate immediately
Return Value:
Nothing

Examples

Example 1:
vehicle player animateBay [1, 0.5];
Example 2:
vehicle player animateBay [1, 1, true];

Additional Information

See also:
Arma 3: Vehicle Loadouts getCompatiblePylonMagazines getPylonMagazines setAmmoOnPylon ammoOnPylon animatePylon setPylonsPrioritysetPylonLoadout

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