animatePylon: Difference between revisions
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Lou Montana (talk | contribs) m (Some wiki formatting) |
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|p1= vehicle: [[Object]] | |p1= vehicle: [[Object]] | ||
|p2 | |p2= pylon: [[Number]] or [[String]] - pylon index (index starts from 1) or pylon name (see {{HashLink|getCompatiblePylonMagazines#Example 3}}) | ||
| | |p3= animphase: [[Number]] - animation phase in range 0..1 | ||
| | |||
|p4= instant (Optional): [[Boolean]] - animate immediately | |||
|r1= [[Nothing]] | |r1= [[Nothing]] | ||
|x1= < | |x1= <sqf>vehicle player animatePylon [1, 0.5];</sqf> | ||
|x2= < | |||
|x3= < | |x2= <sqf>vehicle player animatePylon ["pylon1", 0.5];</sqf> | ||
|x3= <sqf>vehicle player animatePylon ["pylon1", 1, true];</sqf> | |||
|seealso= [[Arma 3: Vehicle Loadouts]] [[getCompatiblePylonMagazines]] [[getPylonMagazines]] [[setAmmoOnPylon]] [[animateBay]] [[setPylonsPriority]] [[setPylonLoadout]] | |seealso= [[Arma 3: Vehicle Loadouts]] [[getCompatiblePylonMagazines]] [[getPylonMagazines]] [[setAmmoOnPylon]] [[animateBay]] [[setPylonsPriority]] [[setPylonLoadout]] | ||
}} | }} |
Revision as of 21:19, 7 May 2022
Description
- Description:
- Force animation of pylon to given state, -1 for reset to engine handling, can cause weapon inoperative, because weapon is released when pylon state =1. Supports pylon name since Arma 3 v1.94
- Groups:
- AnimationsVehicle Loadouts
Syntax
- Syntax:
- vehicle animatePylon [pylon, animphase, instant]
- Parameters:
- vehicle: Object
- pylon: Number or String - pylon index (index starts from 1) or pylon name (see getCompatiblePylonMagazines - Example 3)
- animphase: Number - animation phase in range 0..1
- instant (Optional): Boolean - animate immediately
- Return Value:
- Nothing
Examples
- Example 1:
- Example 2:
- Example 3:
Additional Information
- See also:
- Arma 3: Vehicle Loadouts getCompatiblePylonMagazines getPylonMagazines setAmmoOnPylon animateBay setPylonsPriority setPylonLoadout
Notes
-
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Only post proven facts here! Add Note