BIS fnc animateFlag: Difference between revisions
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{{Function | {{Function | ||
| arma3 | | arma3 | ||
|1.68 | |1.68 | ||
|gr1 = Object Manipulation | |gr1 = Object Manipulation | ||
|arg= global |MP Arguments= | |arg= global |MP Arguments= | ||
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| 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. | ||
{{Important | '''Never''' place this function into an object's init field.}} | {{Important | '''Never''' place this function into an object's init field.}} | ||
|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]] | | [flag, phase, instant] call [[BIS_fnc_animateFlag]] | ||
|p1= flag: [[Object]] - [[flag]] object of the type "FlagCarrier" | |p1= flag: [[Object]] - [[flag]] object of the type "FlagCarrier" | ||
|p2= phase: [[Number]] - desired animation phase 0...1 (0 - bottom of the flag pole, 1 - top of the flag pole) | |p2= phase: [[Number]] - desired animation phase 0...1 (0 - bottom of the flag pole, 1 - top of the flag pole) | ||
|p3= instant (Optional, default [[false]]): | |p3= instant (Optional, default [[false]]): | ||
* [[Boolean]] - when [[true]], animation is instant ("FlagAnimationDone" EH is not called in this case) | * [[Boolean]] - when [[true]], animation is instant ("FlagAnimationDone" EH is not called in this case) | ||
* [[Number]] - animation duration multiplier | * [[Number]] - animation duration multiplier | ||
| [[Nothing]] | | [[Nothing]] | ||
|x1= <code>[flag1, 0] [[call]] [[BIS_fnc_animateFlag]];</code> | |x1= <code>[flag1, 0] [[call]] [[BIS_fnc_animateFlag]];</code> | ||
|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> | [[private]] _eh = [<yourflag>, "FlagAnimationDone", { {{codecomment|/* your code */}} }] [[call]] [[BIS_fnc_addScriptedEventHandler]];</code> | ||
|[[flag]], [[flagOwner]], [[setFlagOwner]], [[setFlagSide]], [[setFlagTexture]], [[flagSide]], [[flagTexture]], [[setFlagAnimationPhase]], [[flagAnimationPhase]], [[Flag Textures]] | |[[flag]], [[flagOwner]], [[setFlagOwner]], [[setFlagSide]], [[setFlagTexture]], [[flagSide]], [[flagTexture]], [[setFlagAnimationPhase]], [[flagAnimationPhase]], [[Flag Textures]] | ||
}} | }} |
Revision as of 22:35, 17 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;