animateBay: Difference between revisions

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|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.
|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.
{{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 {{hl|ucav [[animateBay]] [1, 1]}} could be checked with {{hl|ucav [[animationPhase]] "weapons_bay_l_1"}} or {{hl|ucav [[animationPhase]] "weapons_bay_l_2"}}}}
{{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 the UCAV Sentinel:
<sqf>ucav animateBay [1, 1];
// can be checked with
ucav animationPhase "weapons_bay_l_1"
// or
ucav animationPhase "weapons_bay_l_2"
</sqf>
}}


|s1= vehicle [[animateBay]]  [bay, animphase, instant]
|s1= vehicle [[animateBay]]  [bay, animphase, instant]
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|p1= vehicle: [[Object]]
|p1= vehicle: [[Object]]


|p2= bay: [[Number]] - Bay index (index starts from 1 and different from pylon index)
|p2= bay: [[Number]] - bay index (index starts from 1 and different from pylon index)


|p4= animphase: [[Number]] - Animation phase (0...1)
|p4= animphase: [[Number]] - animation phase in range 0..1


|p5= instant: [[Boolean]]  (Optional, default [[false]]) - Animate immediately
|p5= instant: [[Boolean]]  (Optional, default [[false]]) - Animate immediately
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|r1= [[Nothing]]
|r1= [[Nothing]]


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


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


|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 22:16, 7 May 2022

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 the UCAV Sentinel:

ucav animateBay [1, 1]; // can 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: Number - bay index (index starts from 1 and different from pylon index)
animphase: Number - animation phase in range 0..1
instant: Boolean (Optional, default false) - 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 Loadouts getCompatiblePylonMagazines getPylonMagazines setAmmoOnPylon ammoOnPylon animatePylon setPylonsPriority setPylonLoadout

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