animateBay: Difference between revisions

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{{RV|type=command
{{RV|type=command


| arma3
|game1= arma3


|1.70
|version1= 1.70


|eff= local
|eff= local
|arg= global
|arg= global


|gr1= Animations
|gr1= Animations
|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.
|gr2= Vehicle Loadout
 
|descr= Forces 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>{{Feature | 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>}}
<br><br>{{Feature | 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]
|s1= vehicle '''animateBay''' [bay, animphase, instant]


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


| [[Nothing]]
|p2= bay: [[Number]] - Bay index (index starts from 1 and different from pylon index)
 
|p4= animphase: [[Number]] - Animation phase (0...1)
 
|p5= instant (Optional): [[Boolean]] - Animate immediately
 
|r1= [[Nothing]]


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


|seealso= [[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 10:28, 4 May 2021

Hover & click on the images for description

Description

Description:
Forces 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 Loadout

Syntax

Syntax:
vehicle animateBay [bay, animphase, instant]
Parameters:
vehicle: Object
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