BIS fnc animateFlag: Difference between revisions
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m (Text replacement - "|Game version=" to "|Game version= |gr1 = Object Manipulation |GROUP1=") |
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{{Function|Comments= | {{Function|Comments= | ||
| arma3 |Game name= | | arma3 |Game name= | ||
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|eff= global |MP Effects= | |eff= global |MP Effects= | ||
| 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. | | 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. | ||
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|mp= The effect is global, MP compatible and its effect is persistent. |MP info= | |mp= The effect is global, MP compatible and its effect is persistent. |MP info= | ||
| [flag, phase, instant] call [[BIS_fnc_animateFlag]] |SYNTAX= | | [flag, phase, instant] call [[BIS_fnc_animateFlag]] |SYNTAX= | ||
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| [[Nothing]] |RETURNVALUE= | | [[Nothing]] |RETURNVALUE= | ||
|x1= <code>[flag1, 0] [[call]] [[BIS_fnc_animateFlag]];</code> |EXAMPLE1= | |x1= <code>[flag1, 0] [[call]] [[BIS_fnc_animateFlag]];</code> |EXAMPLE1= | ||
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|x2= <code>{{cc|Adding the "FlagAnimationDone" EH}} | |x2= <code>{{cc|Adding the "FlagAnimationDone" EH}} | ||
[[private]] _eh = [<yourflag>, "FlagAnimationDone", { {{codecomment|/* your code */}} }] [[call]] [[BIS_fnc_addScriptedEventHandler]];</code> |EXAMPLE2= | [[private]] _eh = [<yourflag>, "FlagAnimationDone", { {{codecomment|/* your code */}} }] [[call]] [[BIS_fnc_addScriptedEventHandler]];</code> |EXAMPLE2= | ||
|[[flag]], [[flagOwner]], [[setFlagOwner]], [[setFlagSide]], [[setFlagTexture]], [[flagSide]], [[flagTexture]], [[setFlagAnimationPhase]], [[flagAnimationPhase]], [[Flag Textures]] |SEEALSO= | |[[flag]], [[flagOwner]], [[setFlagOwner]], [[setFlagSide]], [[setFlagTexture]], [[flagSide]], [[flagTexture]], [[setFlagAnimationPhase]], [[flagAnimationPhase]], [[Flag Textures]] |SEEALSO= |
Revision as of 22:41, 16 January 2021
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:
- Object Manipulation
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, default false):
- 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
-
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 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;