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To animate bargate use [[animateSource]]: | To animate bargate use [[animateSource]]: | ||
<code>bargate animateSource ["Door_1_source", 1];</code> | <code>bargate animateSource ["Door_1_source", 1];</code> | ||
</dd> | |||
</dl> | |||
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<dl class="command_description"> | |||
<dd class="notedate">Posted on November 25, 2017 - 20:55 (UTC)</dd> | |||
<dt class="note">[[User:SteveStevenson|SteveStevenson]]</dt> | |||
<dd class="note"> | |||
:For pop-up targets, you can keep the target down (until you tell it to pop up) with: | |||
:<code>target1 animate ["terc", 1];</code> | |||
:When you're ready for the target to pop up, you can use: | |||
:<code>target1 animate ["terc", 0];</code> | |||
:With this setting, the target will return to its usual behavior of going down when hit and automatically popping back up again. To make the target stay down after being hit, add the following line: | |||
:<code>target1 addEventHandler ["HitPart", {target1 animate ["terc", 1];}];</code> | |||
</dd> | </dd> | ||
</dl> | </dl> | ||
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Revision as of 21:55, 25 November 2017
Description
- Description:
- Activates given object animation. Animation is defined in CfgModels Animations class of model.cfg or another model config. Since Arma 3 v1.65.138459 speed of animation can be altered with coefficient.
To animate door of the house from example below: house animate ["Door_1_rot", 1];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_1 { type = rotation; source = Door_1_handle_source; selection = Door_Handle_1; axis = Door_Handle_1_axis; memory = 1; minValue = 0; maxValue = 0.1; angle0 = 0; angle1 = (rad -50); }; };
Since model.cfg is not always available for reference, most animation names could also be obtained from animationNames command. Class names listed in CfgVehicles AnimationSources bound to "Proxy" controller can also be animated with animate command (see createVehicle/vehicles): offroad animate ["HideBackpacks", 0];
- Groups:
- Uncategorised
Syntax
- Syntax:
- objectName animate [animationName, phase, speed]
- Parameters:
- objectName: Object
- [animationName, phase, speed]: Array
- animationName: String - name of the animation. This is the class-name of the animation defined in the config.
- phase: Number - 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.
- speed: Boolean or Number - When true animation is instant. Since Arma 3 v1.65.138459 Number > 0 is treated as config speed value multiplier
- Return Value:
- Nothing
Examples
- Example 1:
_building animate ["maindoor", 1];
- Example 2:
_building animate ["Door_1_rot", 1, true];
- Example 3:
- Create Offroad and add flashing police light bar:
offroad = "C_Offroad_01_F" createVehicle (player getRelPos [5, 0]); offroad animate ["HidePolice", 0]; offroad animate ["BeaconsStart", 1];
Additional Information
- See also:
- animationPhasesetFaceAnimationanimateSourceanimationSourcePhaseanimateDoordoorPhaseanimationNames
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 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. 'open' and 'close' are visual perceptions of the state of the model, and are a design decision of the p3d. Open does not, necessarily mean, 1, and close does not mean 0. '0' and '1' are better seen as FULLY_OFF and FULLY_ON If a door is initially closed in the model, FULLY_ON, will open it. If it is initialy OPEN visually, in the model, FULLY_ON will close it. initphase=1; (in config cpp) does not alter open and close meanings, all it does, is, set the model to the 'on' (rather than 'off') state to begin with. Whether on means open or close visually, is a p3d design decision.
- Posted on June 2011
- Tyger
- Also, to animate the object called "Bar Gate" in ArmA, use the following:
myGate animate ["Bargate",1]
to close it, andmyGate animate ["Bargate", 0]
to open it.
Bottom Section
- Posted on June 21, 2015 - 16:41 (UTC)
- LeClubBWA
-
With this command you can switch the offroad police lights on like this :
_vehicle animate ["BeaconsStart",1];
And switch it off :
_vehicle animate ["BeaconsStart",0];
- Posted on February 16, 2016 - 21:33 (UTC)
- RageBone
-
Aparently "Bargate" was exchainged with "Door_1_rot"
Doesen't work:
object animate ["Bargate", 0];
Works:
object animate ["Door_1_rot", 0];
- Posted on March 14, 2016 - 00:34 (UTC)
- Killzone Kid
-
To animate bargate use animateSource:
bargate animateSource ["Door_1_source", 1];
- Posted on November 25, 2017 - 20:55 (UTC)
- SteveStevenson
-
- For pop-up targets, you can keep the target down (until you tell it to pop up) with:
target1 animate ["terc", 1];
- When you're ready for the target to pop up, you can use:
target1 animate ["terc", 0];
- With this setting, the target will return to its usual behavior of going down when hit and automatically popping back up again. To make the target stay down after being hit, add the following line:
target1 addEventHandler ["HitPart", {target1 animate ["terc", 1];}];
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 1.99
- Scripting Commands OFP 1.96
- Scripting Commands ArmA
- Command Group: System Commands
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters