animateBay: Difference between revisions

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|gr2= Vehicle Loadouts
|gr2= Vehicle Loadouts


|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 == 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, the [[animationPhase]] command can be used with the individual bay door name from [[animationNames]] as a workaround (See {{Link|#Example 3}}).
}}


|s1= vehicle [[animateBay]] [bay, animphase, instant]
|s1= vehicle [[animateBay]] [bay, animphase, instant]


|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


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


|x1= <code>[[vehicle]] [[player]] [[animateBay]] [1, 0.5];</code>
|x1= <sqf>vehicle player animateBay [1, 0.5];</sqf>
 
|x2= <sqf>vehicle player animateBay [1, 1, true];</sqf>
 
|x3= Getter example, here 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>


|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]]
}}
}}

Latest revision as of 12:17, 8 November 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, the animationPhase command can be used with the individual bay door name from animationNames as a workaround (See Example 3).
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];
Example 3:
Getter example, here 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";

Additional Information

See also:
Arma 3: Vehicle Loadouts getCompatiblePylonMagazines getPylonMagazines setAmmoOnPylon ammoOnPylon animatePylon setPylonsPriority setPylonLoadout

Notes

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Only post proven facts here! Add Note