BIS fnc animateFlag: Difference between revisions

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| arma3dev |Game name=
| arma3 |Game name=


|1.67|Game version=
|1.68|Game version=
 
|arg= global |MP Arguments=
 
|eff= global |MP Effects=
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| Smoothly animates given flag from current position on the flag pole to the given position. The function is global, MP and JIP compatible, persistent and will syncronise flags across the network. When flag animation is done, the scripted event handler "FlagAnimationDone" is called. To add scripted event handler to the flag use: <br><br><tt>_eh <nowiki>=</nowiki> [<yourflag>, "FlagAnimationDone", <yourcode>] call [[BIS_fnc_addScriptedEventHandler]];</tt><br><br>
| 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.
'''NOTE''': Never put call to this function into object init field |DESCRIPTION=
 
{{Important | '''Never''' place this function into an object's init field.}} |DESCRIPTION=
 
|mp= The effect is global, MP compatible and its effect is persistent. |MP info=
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|p1= flag: [[Object]] - [[flag]] object of the type "FlagCarrier" |PARAMETER1=
|p1= flag: [[Object]] - [[flag]] object of the type "FlagCarrier" |PARAMETER1=
|p2= phase: [[Number]] - desired animation phase 0...1 (0 - bottom of the flag pole, 1 - top of the flag pole) |PARAMETER2=
|p2= phase: [[Number]] - desired animation phase 0...1 (0 - bottom of the flag pole, 1 - top of the flag pole) |PARAMETER2=
|p3= instant (Optional):  
|p3= instant (Optional):  
* [[Boolean]] - when [[true]], animation is instant ("FlagAnimationDone" EH is not called in this case). Default: [[false]]
* [[Boolean]] - when [[true]], animation is instant ("FlagAnimationDone" EH is not called in this case). Default: [[false]]
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|x1= <code>[flag1, 0] [[call]] [[BIS_fnc_animateFlag]];</code> |=  
|x1= <code>[flag1, 0] [[call]] [[BIS_fnc_animateFlag]];</code> |EXAMPLE1=
 
|x2= <code>{{cc|Adding the "FlagAnimationDone" EH}}
[[private]] _eh {{=}} [<yourflag>, "FlagAnimationDone", {{codecomment|/* your code */}}] [[call]] [[BIS_fnc_addScriptedEventHandler]];</code> |EXAMPLE2=
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Revision as of 22:03, 24 March 2020

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:
Uncategorised

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):
  • Boolean - when true, animation is instant ("FlagAnimationDone" EH is not called in this case). Default: false
  • 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:
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

Bottom Section

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;