animateBay: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Some wiki formatting)
mNo edit summary
Line 31: Line 31:
|p4= animphase: [[Number]] - animation phase in range 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


|r1= [[Nothing]]
|r1= [[Nothing]]

Revision as of 22:20, 28 September 2023

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