animateSource

From Bohemia Interactive Community
Revision as of 17:43, 12 March 2016 by Killzone Kid (talk | contribs) (Created page with "{{Command|= Comments ____________________________________________________________________________________________ | arma3 |= Game name |0.50|= Game version |eff= global|=...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
Hover & click on the images for description

Description

Description:
Activates object animations by source. If animate uses class name from CfgModels Animations, animateSource uses name defined by source property. This allows to use the command simultaneously on a bunch of animations related to the same source.

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", 1];

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

house animateSource ["Door_1_source", 1];

// model.cfg
....
class Animations
{
	class Door_1_rot
	{
		type = rotation;
		source = Door_1_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_1: Door_1_rot
	{
		source = Door_1_source;
		selection = Door_Handle_1;
		axis = Door_Handle_1_axis;
		minValue = 0;
		maxValue = 0.1;
		angle0 = 0;
		angle1 = (rad -50);
	};
};
...

// config.cpp
...
class AnimationSources
{
	class Door_1_source
	{
		source = "user";
		animPeriod = 2;
		initPhase = 0;
	};
};
...
Wanted animation phase is set with phase param. To animate doors or other sources that have "user" controller, use animate command, or even better, animateSource (recommended). Sources with "hit" controller can be animated with setHitPointDamage command applied to the name contained in hitpoint property. For availability of animation sources and their controller types see: createVehicle/vehicles
Groups:
Uncategorised

Syntax

Syntax:
object animateSource [source, phase, now]
Parameters:
object: Object
[source, phase, now]: Array
source: String
phase: Number
now: Boolean
Return Value:
Nothing

Examples

Example 1:
house animateSource ["Door_1_source", 1];
Example 2:
Open left front door on Ifrit instantly:ifrit animateDoor ["Door_LF", 1, true];

Additional Information

See also:
doorPhaseanimateanimationPhasesetFaceAnimation

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

Notes

Bottom Section