BIS fnc animateFlag: Difference between revisions
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| | | arma3 |Game name= | ||
|1. | |1.68|Game version= | ||
|arg= global |MP Arguments= | |||
|eff= global |MP Effects= | |||
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| Smoothly animates given flag from current position on the flag pole to the given position | | Smoothly animates given flag from current position on the flag pole to the given position. When flag animation is done, the scripted event handler "FlagAnimationDone" is called. | ||
''' | |||
{{Important | '''Never''' place this function into an object's init field.}} |DESCRIPTION= | |||
|mp= The effect is global, MP compatible and its effect is persistent. |MP info= | |||
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|p1= flag: [[Object]] - [[flag]] object of the type "FlagCarrier" |PARAMETER1= | |p1= flag: [[Object]] - [[flag]] object of the type "FlagCarrier" |PARAMETER1= | ||
|p2= phase: [[Number]] - desired animation phase 0...1 (0 - bottom of the flag pole, 1 - top of the flag pole) |PARAMETER2= | |p2= phase: [[Number]] - desired animation phase 0...1 (0 - bottom of the flag pole, 1 - top of the flag pole) |PARAMETER2= | ||
|p3= instant (Optional): | |p3= instant (Optional): | ||
* [[Boolean]] - when [[true]], animation is instant ("FlagAnimationDone" EH is not called in this case). Default: [[false]] | * [[Boolean]] - when [[true]], animation is instant ("FlagAnimationDone" EH is not called in this case). Default: [[false]] | ||
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|x1= <code>[flag1, 0] [[call]] [[BIS_fnc_animateFlag]];</code> |= | |x1= <code>[flag1, 0] [[call]] [[BIS_fnc_animateFlag]];</code> |EXAMPLE1= | ||
|x2= <code>{{cc|Adding the "FlagAnimationDone" EH}} | |||
[[private]] _eh {{=}} [<yourflag>, "FlagAnimationDone", {{codecomment|/* your code */}}] [[call]] [[BIS_fnc_addScriptedEventHandler]];</code> |EXAMPLE2= | |||
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Revision as of 21:03, 24 March 2020
Description
- Description:
- Smoothly animates given flag from current position on the flag pole to the given position. When flag animation is done, the scripted event handler "FlagAnimationDone" is called.
- Execution:
- call
- Multiplayer:
- The effect is global, MP compatible and its effect is persistent.
- Groups:
- Uncategorised
Syntax
- Syntax:
- [flag, phase, instant] call BIS_fnc_animateFlag
- Parameters:
- flag: Object - flag object of the type "FlagCarrier"
- phase: Number - desired animation phase 0...1 (0 - bottom of the flag pole, 1 - top of the flag pole)
- instant (Optional):
- Return Value:
- Nothing
Examples
- Example 1:
[flag1, 0] call BIS_fnc_animateFlag;
- Example 2:
// Adding the "FlagAnimationDone" EH private _eh = [<yourflag>, "FlagAnimationDone", /* your code */] call BIS_fnc_addScriptedEventHandler;
Additional Information
- See also:
- flagflagOwnersetFlagOwnersetFlagSidesetFlagTextureflagSideflagTexturesetFlagAnimationPhaseflagAnimationPhaseFlag Textures
Notes
-
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Only post proven facts here! Add Note
Notes
Bottom Section
- Posted on December 12, 2016 - 20:02 (UTC)
- Killzone Kid
// Flag Demo (https://www.youtube.com/watch?v=sJtQfRML0cc) fnc_addFlagAction = { _this addAction [ "Pull The Cord", { player playAction "PutDown"; sleep 0.5; [_this select 0, flagAnimationPhase (_this select 0) + 0.2, 0.2] call BIS_fnc_animateFlag; _this select 0 removeAction (_this select 2); }, "", 10, true, true, "", "_this distance2D _target < 2" ]; }; private _flag = createVehicle ["Flag_BI_F", player getRelPos [10, 0], [], 0, "CAN_COLLIDE"]; [_flag, 0, true] call BIS_fnc_animateFlag; _flag call fnc_addFlagAction; [ _flag, "FlagAnimationDone", { if (_this select 1 > 0.9) exitWith { [_this select 0, "FlagAnimationDone"] call BIS_fnc_removeAllScriptedEventHandlers; removeAllActions (_this select 0); }; _this select 0 call fnc_addFlagAction; } ] call BIS_fnc_addScriptedEventHandler;