animateBay: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
(getter workaround)
m (template:command argument fix)
Line 4: Line 4:
| arma3 |= Game name
| arma3 |= Game name


|1.70|= Game Version
|1.70|Game Version=


____________________________________________________________________________________________
____________________________________________________________________________________________

Revision as of 11:56, 5 August 2019

Hover & click on the images for description

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.

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 UCAV Sentinel ucav animateBay [1, 1] could be checked with ucav animationPhase "weapons_bay_l_1" or ucav animationPhase "weapons_bay_l_2"
Groups:
Uncategorised

Syntax

Syntax:
vehicle animateBay [bay, animphase]
Parameters:
vehicle: Object
[bay, animphase] : Array
bay: Number - bay index (index starts from 1 and different from pylon index)
animphase: Number - animation phase (0...1)
Return Value:
Nothing

Examples

Example 1:
vehicle player animateBay [1, 0.5];

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


Notes

Bottom Section