BIS_fnc_animateFlag
Jump to navigation
Jump to search
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:
- Example 2:
Additional Information
- See also:
- flag flagOwner setFlagOwner setFlagSide setFlagTexture flagSide flagTexture setFlagAnimationPhase flagAnimationPhase Arma 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
- 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;