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If you don't know much about model config you can use this page [[createVehicle/vehicles]] for reference. Some of the ''AnimationSources'' are listed with the class names of the available assets in Arma 3. If it says "user", the | If you don't know much about model config you can use this page [[createVehicle/vehicles]] for reference. Some of the ''AnimationSources'' are listed with the class names of the available assets in Arma 3. If it says "user", the chances are it could work with [[animateSource]] (see example 2). | ||
{{Feature arma3| It is recommended that [[animateSource]] command is used instead of [[animate]] whenever is possible, as it is more efficient and optimised for MP}} | {{Feature arma3| It is recommended that [[animateSource]] command is used instead of [[animate]] whenever is possible, as it is more efficient and optimised for MP}} |
Revision as of 17:46, 12 March 2016
Description
- Description:
- Activates object animations by source. If animate uses class name from CfgModels Animations, animateSource uses name defined by source property. This allows to use just one command on a bunch of animations related to the same source simultaneously.
A class with the same source name should also be present in main config in CfgVehicles AnimationSources and have to be bound to the "user" controller for the command to work. If in order to animate door in example below using animate command it would require 2 calls:
house animate ["Door_1_rot", 1];
house animate ["Door_Handle_1_rot", 1];
With animateSource this would require only 1 (provided everything is configured correctly):
house animateSource ["Door_1_source", 1];
// model.cfg .... class Animations { class Door_1_rot { type = rotation; source = Door_1_source; selection = Door_1; axis = Door_1_axis; memory = 1; minValue = 0.1; maxValue = 1; angle0 = 0; angle1 = (rad 110); }; class Door_Handle_1_rot { type = rotation; source = Door_1_source; selection = Door_Handle_1; axis = Door_Handle_1_axis; memory = 1; minValue = 0; maxValue = 0.1; angle0 = 0; angle1 = (rad -50); }; }; ... // config.cpp ... class AnimationSources { class Door_1_source { source = "user"; animPeriod = 2; initPhase = 0; }; }; ...
If you don't know much about model config you can use this page createVehicle/vehicles for reference. Some of the AnimationSources are listed with the class names of the available assets in Arma 3. If it says "user", the chances are it could work with animateSource (see example 2).
- Groups:
- Uncategorised
Syntax
- Syntax:
- object animateSource [source, phase, now]
- Parameters:
- object: Object
- [source, phase, now]: Array
- source: String - common source
- phase: Number - wanted animation phase
- now: Boolean - when true animation is instant
- Return Value:
- Nothing
Examples
- Example 1:
house animateSource ["Door_1_source", 1, true];
- Example 2:
- Create UGV and manipulate its turret (Currently not possible to do with animate command. See createVehicle/vehicles for reference)
ugv = "B_UGV_01_F" createVehicle (player getRelPos [5, 0]); ugv addAction ["Show Turret", { ugv animateSource ["Turret", 0]; ugv animateSource ["MainTurret", rad 0, true]; ugv animateSource ["MainGun", rad 0, true]; }]; ugv addAction ["Hide Turret", {ugv animateSource ["Turret", 1]}]; ugv addAction ["Turret Left", {ugv animateSource ["MainTurret", rad 90]}]; ugv addAction ["Turret Right", {ugv animateSource ["MainTurret", -rad 90]}]; ugv addAction ["Turret Up", {ugv animateSource ["MainGun", rad 30]}]; ugv addAction ["Turret Down", {ugv animateSource ["MainGun", -rad 20]}];
Additional Information
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
[[Category:Introduced with arma3dev version 1.57]][[ Category: arma3dev: New Scripting Commands | ANIMATESOURCE]][[ Category: arma3dev: Scripting Commands | ANIMATESOURCE]]