animateBay: Difference between revisions

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|gr1= Animations
|gr1= Animations
|gr2= Vehicle Loadouts
|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.
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| [[Nothing]]
| [[Nothing]]


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

Revision as of 18:04, 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