animateBay: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - " *\| *([Cc]omments|COMMENTS|Game|[Gg]ame [Nn]ame|Game [Vv]ersion|Game Version \(number surrounded by NO SPACES\)|Multiplayer Arguments \("local" or "global"\)|Multiplayer Effects \("local" or "global"\)|Multiplayer Execution \("serv...) |
Lou Montana (talk | contribs) m (Text replacement - " *\| *([Cc]omments|COMMENTS|Game|[Gg]ame [Nn]ame|Game [Vv]ersion|Game Version \(number surrounded by NO SPACES\)|Multiplayer Arguments( \("local" or "global"\))?|Effects|Multiplayer Effects( \("local" or "global"\))?|Multiplayer Exe...) |
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|gr1= Animations | |gr1= Animations |
Revision as of 00:11, 18 January 2021
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:
- AnimationsVehicle Loadouts
Syntax
- Syntax:
- vehicle animateBay [bay, animphase, instant]
- Parameters:
- vehicle: Object
- [bay, animphase, instant] : Array
- bay: Number - bay index (index starts from 1 and different from pylon index)
- animphase: Number - animation phase (0...1)
- instant (Optional): Boolean - animate immediately
- Return Value:
- Nothing
Examples
- Example 1:
vehicle player animateBay [1, 0.5];
- Example 2:
vehicle player animateBay [1, 1, true];
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