animateBay

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Revision as of 21:16, 7 May 2022 by Lou Montana (talk | contribs) (Some wiki formatting)
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Description

Description:
Forces animation of bay to given state, -1 for reset to engine handling, can cause weapon inoperative, because weapon is released when bay state =1.
While there is no getter to read the animation phase of the given bay, animationPhase command can be used with the individual bay door name from animationNames as a workaround.

For example, for the UCAV Sentinel:

ucav animateBay [1, 1]; // can be checked with ucav animationPhase "weapons_bay_l_1" // or ucav animationPhase "weapons_bay_l_2"
Groups:
AnimationsVehicle Loadouts

Syntax

Syntax:
vehicle animateBay [bay, animphase, instant]
Parameters:
vehicle: Object
bay: Number - bay index (index starts from 1 and different from pylon index)
animphase: Number - animation phase in range 0..1
instant: Boolean (Optional, default false) - 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 Loadouts getCompatiblePylonMagazines getPylonMagazines setAmmoOnPylon ammoOnPylon animatePylon setPylonsPriority setPylonLoadout

Notes

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