animate: Difference between revisions
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| | | [[Object]] '''animate''' ["animationName", phase] |= Syntax | ||
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Revision as of 05:30, 27 August 2007
Description
- Description:
- Process a linear animation on an object. Such animations are only used in user-made addons, they can be defined in the addon's config.cpp.
- Groups:
- Uncategorised
Syntax
- Syntax:
- Object animate ["animationName", phase]
- Parameters:
- object: Object
- animationName: String - name of the animation. This is the class-name of the animation defined in the addon's config.cpp.
- animationPhase: Integer - range 0 (start point of the animation) to 1 (end point of the animation). The speed, in which the animation is processed, is defined in the addon's config.cpp and cannot be changed during running missions.
- Return Value:
- Nothing
Examples
- Example 1:
_building animate ["maindoor", 1]
Additional Information
- See also:
- animationPhase
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
Notes
- Posted on January 20, 2007
- bdfy
- Animated object have to be in sight of the player (or camera) for the animation to be actually performed. If the object is not seen, animationPhase will only return zero.
- Posted on Aug 2007
- Mikero
- Animations can be used on existing game models such as houses that have doors eg. The general syntax is house animate ["dvere1",1] to open the door and house animate ["dvere1",0] to close it. Whether used on Oem addons, or official ones, an internal working knowledge (via config.cpp) of the model's animated name(s) is required.
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint: Resistance version 1.75
- Operation Flashpoint: Resistance: New Scripting Commands
- Operation Flashpoint: Resistance: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Global Effect
- Scripting Commands OFP 1.96
- Scripting Commands ArmA
- Command Group: System Commands