BIS fnc animateFlag: Difference between revisions

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|seealso= [[flag]] [[flagOwner]] [[setFlagOwner]] [[setFlagSide]], [[setFlagTexture]], [[flagSide]], [[flagTexture]], [[setFlagAnimationPhase]], [[flagAnimationPhase]], [[Arma 3: Flag Textures]]
|seealso= [[flag]] [[flagOwner]] [[setFlagOwner]] [[setFlagSide]] [[setFlagTexture]], [[flagSide]], [[flagTexture]], [[setFlagAnimationPhase]], [[flagAnimationPhase]], [[Arma 3: Flag Textures]]
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Revision as of 13:00, 1 July 2022

Hover & click on the images for description

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.
Never place this function into an object's init field.
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):
  • Boolean - when true, animation is instant ("FlagAnimationDone" EH is not called in this case)
  • Number - animation duration multiplier
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:
flag flagOwner setFlagOwner setFlagSide setFlagTextureflagSideflagTexturesetFlagAnimationPhaseflagAnimationPhaseArma 3: Flag 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
Killzone_Kid - c
Posted on Dec 12, 2016 - 20:02 (UTC)
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;