animateBay: Difference between revisions

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m (Text replacement - " *\| *([Cc]omments|COMMENTS|Game|[Gg]ame [Nn]ame|Game [Vv]ersion|Game Version \(number surrounded by NO SPACES\)|Multiplayer Arguments \("local" or "global"\)|Multiplayer Effects \("local" or "global"\)|Multiplayer Execution \("serv...)
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{{Command|Comments=
{{Command


| arma3 |Game name=
| arma3


|1.70|Game Version=
|1.70


|eff= local |Multiplayer Effects=
|eff= local |Multiplayer Effects=
|arg= global |Multiplayer Arguments=
|arg= global |Multiplayer Arguments=


|gr1= Animations |GROUP1=
|gr1= Animations
|gr2= Vehicle Loadouts |GROUP2=
|gr2= Vehicle Loadouts




|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>}}


| vehicle '''animateBay''' [bay, animphase, instant] |SYNTAX=
| vehicle '''animateBay''' [bay, animphase, instant]


|p1= vehicle: [[Object]] |PARAMETER1=
|p1= vehicle: [[Object]]
|p2= [bay, animphase, instant] : [[Array]] |PARAMETER2=
|p2= [bay, animphase, instant] : [[Array]]
|p3= bay: [[Number]] - bay index (index starts from 1 and different from pylon index) |PARAMETER3=
|p3= bay: [[Number]] - bay index (index starts from 1 and different from pylon index)
|p4= animphase: [[Number]] - animation phase (0...1) |PARAMETER4=
|p4= animphase: [[Number]] - animation phase (0...1)
|p5= instant (Optional): [[Boolean]] - animate immediately |PARAMETER5=
|p5= instant (Optional): [[Boolean]] - animate immediately


| [[Nothing]] |RETURNVALUE=
| [[Nothing]]




|x1= <code>[[vehicle]] [[player]] [[animateBay]] [1, 0.5];</code>|EXAMPLE1=
|x1= <code>[[vehicle]] [[player]] [[animateBay]] [1, 0.5];</code>
|x2= <code>[[vehicle]] [[player]] [[animateBay]] [1, 1, [[true]]];</code>|EXAMPLE2=
|x2= <code>[[vehicle]] [[player]] [[animateBay]] [1, 1, [[true]]];</code>


| [[Arma 3 Vehicle Loadouts]],[[getCompatiblePylonMagazines]],[[getPylonMagazines]],[[setAmmoOnPylon]],[[ammoOnPylon]],[[animatePylon]],[[setPylonsPriority]],[[setPylonLoadout]] |SEEALSO=
| [[Arma 3 Vehicle Loadouts]],[[getCompatiblePylonMagazines]],[[getPylonMagazines]],[[setAmmoOnPylon]],[[ammoOnPylon]],[[animatePylon]],[[setPylonsPriority]],[[setPylonLoadout]]


}}
}}

Revision as of 01:02, 18 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

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

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