animateBay: Difference between revisions

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(bay is different from pylon)
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|p2= [bay, animphase] : [[Array]] |PARAMETER2=
|p2= [bay, animphase] : [[Array]] |PARAMETER2=
|p3= bay: [[Number]] or [[String]] - bay index (index starts from 1) or bay name |PARAMETER3=
|p3= bay: [[Number]] - bay index (index starts from 1 and different from pylon index) |PARAMETER3=
|p4= animphase: [[Number]] - animation phase (0...1) |PARAMETER4=
|p4= animphase: [[Number]] - animation phase (0...1) |PARAMETER4=


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|x1= <code>[[vehicle]] [[player]] [[animateBay]] [1, 0.5];</code>|EXAMPLE1=
|x1= <code>[[vehicle]] [[player]] [[animateBay]] [1, 0.5];</code>|EXAMPLE1=
|x2= <code>[[vehicle]] [[player]] [[animateBay]] ["BayRight", 0.5];</code>|EXAMPLE2=
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Revision as of 18:24, 15 April 2019

Hover & click on the images for description

Description

Description:
Force animation of bay to given state, -1 for reset to engine handling, can cause weapon inoperative, because weapon is released when bay state =1.
Groups:
Uncategorised

Syntax

Syntax:
vehicle animateBay [bay, animphase]
Parameters:
vehicle: Object
[bay, animphase] : Array
bay: Number - bay index (index starts from 1 and different from pylon index)
animphase: Number - animation phase (0...1)
Return Value:
Nothing

Examples

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

Additional Information

See also:
Arma 3 Vehicle LoadoutsgetCompatiblePylonMagazinesgetPylonMagazinessetAmmoOnPylonammoOnPylonanimatePylonsetPylonsPrioritysetPylonLoadOut

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

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