animateSource: Difference between revisions

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ugv [[addAction]] ["Turret Down", {ugv [[animateSource]] ["MainGun", -[[rad]] 20]}];</code>|= EXAMPLE2
ugv [[addAction]] ["Turret Down", {ugv [[animateSource]] ["MainGun", -[[rad]] 20]}];</code>|= EXAMPLE2


|x3= <code>barGate [[animateSource]] ["Door_1_source",0]; //Close
|x3= <code>barGate [[animateSource]] ["Door_1_sound_source", 1]; //Open
barGate [[animateSource]] ["Door_1_source",1]; //Open</code>|= EXAMPLE3
barGate [[animateSource]] ["Door_1_sound_source", 0]; //Close</code>|= EXAMPLE3
 
|x4= Open/close Bar Gate automatically: <code>//--- init of the Bar Gate
[[if]] ([[isServer]]) [[then]]
{
_gateTrigger = [[createTrigger]] ["EmptyDetector", [[getPosWorld]] [[this]], [[false]]];
_gateTrigger [[setVariable]] ["BarGateObj", [[this]]];
_gateTrigger [[setTriggerActivation]] ["ANYPLAYER", "PRESENT", [[true]]];
_gateTrigger [[setTriggerArea]] [5, 25, [[getDir]] [[this]], [[true]]];
_gateTrigger [[setTriggerStatements]]
[
"this",
"[[thisTrigger]] [[getVariable]] ""BarGateObj"" [[animateSource]] [""Door_1_sound_source"", 1]",
"[[thisTrigger]] [[getVariable]] ""BarGateObj"" [[animateSource]] [""Door_1_sound_source"", 0]"
];
};</code>|= EXAMPL4
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Revision as of 22:17, 4 October 2018

-wrong parameter ("A3") defined!-[[:Category:Introduced with A3 version 1.58|1.58]]
Hover & click on the images for description

Description

Description:
Process an animation of the object. If animate uses class name from CfgModels Animations, animateSource uses name defined by source property. This allows to use just one command on a bunch of animations related to the same source simultaneously. Since Arma 3 v1.65.138459 speed of animation can be altered with coefficient.

A class with the same source name should also be present in main config in CfgVehicles AnimationSources and have to be bound to the "user" controller for the command to work. If in order to animate door in example below using animate command it would require 2 calls:

house animate ["Door_1_rot", 1];
house animate ["Door_Handle_1_rot", 1];

With animateSource this would require only 1 (provided everything is configured correctly):

house animateSource ["Door_1_sound_source", 1];

// model.cfg
....
class Animations
{
	class Door_1_rot
	{
		type = rotation;
		source = Door_1_sound_source;
		selection = Door_1;
		axis = Door_1_axis;
		memory = 1;
		minValue = 0.1;
		maxValue = 1;
		angle0 = 0;
		angle1 = (rad 110);
	};
	class Door_Handle_1_rot
	{
		type = rotation;
		source = Door_1_noSound_source;
		selection = Door_Handle_1;
		axis = Door_Handle_1_axis;
		memory = 1;
		minValue = 0;
		maxValue = 0.1;
		angle0 = 0;
		angle1 = (rad -50);
	};
};
...

// config.cpp
...
class AnimationSources
{
        class Door_1_sound_source
        {
	        source = "user";
	        initPhase = 0;
	        animPeriod = 1;
	        sound = "GenericDoorsSound";
	        soundPosition = "Door_1_trigger";
        };
};
...

If you don't know much about model config you can use this page createVehicle/vehicles for reference. Some of the AnimationSources are listed with the class names of the available assets in Arma 3. If it says "user", the chances are it could work with animateSource (see example 2).

Template:Feature arma3

Mixing animateSource command with animate command to animate the same part can lead to unexpected behavior
Groups:
Uncategorised

Syntax

Syntax:
object animateSource [source, phase, speed]
Parameters:
object: Object
[source, phase, speed]: Array
source: String - common source
phase: Number - wanted animation phase
speed: Boolean or Number - When true animation is instant. Since Arma 3 v1.65.138459 Number > 0 is treated as config speed value multiplier
Return Value:
Nothing

Examples

Example 1:
house animateSource ["Door_1_source", 1, true];
Example 2:
Create UGV and manipulate its turret (Currently not possible to do with animate command. See createVehicle/vehicles for reference)ugv = "B_UGV_01_F" createVehicle (player getRelPos [5, 0]); ugv addAction ["Show Turret", { ugv animateSource ["Turret", 0]; ugv animateSource ["MainTurret", rad 0, true]; ugv animateSource ["MainGun", rad 0, true]; }]; ugv addAction ["Hide Turret", {ugv animateSource ["Turret", 1]}]; ugv addAction ["Turret Left", {ugv animateSource ["MainTurret", rad 90]}]; ugv addAction ["Turret Right", {ugv animateSource ["MainTurret", -rad 90]}]; ugv addAction ["Turret Up", {ugv animateSource ["MainGun", rad 30]}]; ugv addAction ["Turret Down", {ugv animateSource ["MainGun", -rad 20]}];
Example 3:
barGate animateSource ["Door_1_sound_source", 1]; //Open barGate animateSource ["Door_1_sound_source", 0]; //Close
Example 4:
Open/close Bar Gate automatically: //--- init of the Bar Gate if (isServer) then { _gateTrigger = createTrigger ["EmptyDetector", getPosWorld this, false]; _gateTrigger setVariable ["BarGateObj", this]; _gateTrigger setTriggerActivation ["ANYPLAYER", "PRESENT", true]; _gateTrigger setTriggerArea [5, 25, getDir this, true]; _gateTrigger setTriggerStatements [ "this", "thisTrigger getVariable ""BarGateObj"" animateSource [""Door_1_sound_source"", 1]", "thisTrigger getVariable ""BarGateObj"" animateSource [""Door_1_sound_source"", 0]" ]; };

Additional Information

See also:
animationSourcePhasesetFaceAnimationanimateanimationPhaseanimateDoordoorPhaseanimationNames

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

[[Category:Introduced with A3 version 1.58]][[ Category: A3: New Scripting Commands | ANIMATESOURCE]][[ Category: A3: Scripting Commands | ANIMATESOURCE]]

Notes

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