animateBay: Difference between revisions

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m (Text replacement - "\{\{GameCategory\|(arma[0123])\|New[ _]Scripting[ _]Commands[ _]List\}\}" to "{{GameCategory|$1|New Scripting Commands}}")
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|gr2= Vehicle Loadouts |GROUP2=
|gr2= Vehicle Loadouts |GROUP2=


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|Force animation of bay to given state, -1 for reset to engine handling, can cause weapon inoperative, because weapon is released when bay state <nowiki>=</nowiki>1.
|Force animation of bay to given state, -1 for reset to engine handling, can cause weapon inoperative, because weapon is released when bay state <nowiki>=</nowiki>1.
<br><br>{{Informative | 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 <tt>ucav [[animateBay]] [1, 1]</tt> could be checked with <tt>ucav [[animationPhase]] "weapons_bay_l_1"</tt> or <tt>ucav [[animationPhase]] "weapons_bay_l_2"</tt>}}|DESCRIPTION=
<br><br>{{Informative | 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 <tt>ucav [[animateBay]] [1, 1]</tt> could be checked with <tt>ucav [[animationPhase]] "weapons_bay_l_1"</tt> or <tt>ucav [[animationPhase]] "weapons_bay_l_2"</tt>}}|DESCRIPTION=
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| vehicle '''animateBay''' [bay, animphase, instant] |SYNTAX=
| vehicle '''animateBay''' [bay, animphase, instant] |SYNTAX=
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| [[Nothing]] |RETURNVALUE=
| [[Nothing]] |RETURNVALUE=


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|x1= <code>[[vehicle]] [[player]] [[animateBay]] [1, 0.5];</code>|EXAMPLE1=
|x1= <code>[[vehicle]] [[player]] [[animateBay]] [1, 0.5];</code>|EXAMPLE1=
|x2= <code>[[vehicle]] [[player]] [[animateBay]] [1, 1, [[true]]];</code>|EXAMPLE2=
|x2= <code>[[vehicle]] [[player]] [[animateBay]] [1, 1, [[true]]];</code>|EXAMPLE2=
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| [[Arma 3 Vehicle Loadouts]],[[getCompatiblePylonMagazines]],[[getPylonMagazines]],[[setAmmoOnPylon]],[[ammoOnPylon]],[[animatePylon]],[[setPylonsPriority]],[[setPylonLoadout]] |SEEALSO=
| [[Arma 3 Vehicle Loadouts]],[[getCompatiblePylonMagazines]],[[getPylonMagazines]],[[setAmmoOnPylon]],[[ammoOnPylon]],[[animatePylon]],[[setPylonsPriority]],[[setPylonLoadout]] |SEEALSO=

Revision as of 01:07, 17 January 2021

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:
AnimationsVehicle Loadouts

Syntax

Syntax:
vehicle animateBay [bay, animphase, instant]
Parameters:
vehicle: Object
[bay, animphase, instant] : Array
bay: Number - bay index (index starts from 1 and different from pylon index)
animphase: Number - animation phase (0...1)
instant (Optional): Boolean - 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 LoadoutsgetCompatiblePylonMagazinesgetPylonMagazinessetAmmoOnPylonammoOnPylonanimatePylonsetPylonsPrioritysetPylonLoadout

Notes

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Notes

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