animationPhase: Difference between revisions

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{{Command|= Comments
{{Command|Comments=
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| ofpr |= Game name
| ofpr |Game name=


|1.75|= Game version
|1.75|Game version=


|arg= global |= Arguments in MP
|arg= global |Multiplayer Arguments=
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| Return the phase of the given animation on the given object, which is set by the [[animate]] command. |= Description
| Returns the phase of the given animation on the given object. Animation can be scripted ([[animate]], [[animateSource]], [[animateDoor]]) or engine driven. Animation names for an object could be found out with [[animationNames]] command. When animation is rotation, like with "MainTurret" for example, the output is in radians, to convert to degrees use [[deg]] command. |DESCRIPTION=
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| object '''animationPhase''' animation |= Syntax
| object '''animationPhase''' animationName |SYNTAX=


|p1= object: [[Object]] |= Parameter 1
|p1= object: [[Object]] - building eg |PARAMETER1=


|p2= animation: [[String]] - name of the animation. This is the class-name of the animation defined in the addon's config.cpp. |= Parameter 2
|p2= animationName: [[String]] - name of the animation. This is the class-name of the animation defined in the addon's config.cpp. |PARAMETER2=


| [[Integer]] -
| [[Number]] - range 0 (start point of the animation) to 1 (end point of the animation). |RETURNVALUE=
Integer of range 0 (start point of the animation) to 1 (end point of the animation). |= Return value
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|x1= <pre>building animate ["maindoor",1]
|x1= <code>_building [[animate]] ["maindoor",1];
~2
[[sleep]] 1;
_p = building animationPhase "maindoor"</pre>
_p = _building [[animationPhase]] "maindoor";</code>


returns 1 (if the animation speed is <nowiki><=</nowiki> 2 seconds) |= Example 1
returns 1 (if the animation speed is <nowiki><=</nowiki> 2 seconds) |EXAMPLE1=
 
|x2= <code>_flagPole [[animationPhase]] "flag";</code> |EXAMPLE2=
 
|x3= <code>_tank [[animationPhase]] "MainTurret";</code> |EXAMPLE3=
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| [[animate]] |= See also
| mp = In OFP, on dedicated servers, ''animationPhase'' will always return 0, no matter what the actual phase is. |= Multiplayer
| [[animate]], [[moveTime]], [[setFaceAnimation]], [[animateDoor]], [[doorPhase]], [[animateSource]], [[animationSourcePhase]], [[animationNames]] |SEEALSO=


}}
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<h3 style="display:none">Notes</h3>
<h3 style="display:none">Notes</h3>
<dl class="command_description">
<dl class="command_description">
<!-- Note Section BEGIN -->
If animated object is not seen by the player or camera, animationPhase will only return zero.
<!-- Note Section END -->
</dl>
</dl>


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[[Category:Scripting Commands|ANIMATIONPHASE]]
[[Category:Scripting Commands|ANIMATIONPHASE]]
[[Category:Scripting Commands OFP 1.99|ANIMATIONPHASE]]
[[Category:Scripting Commands OFP 1.96|ANIMATIONPHASE]]
[[Category:Scripting Commands OFP 1.96|ANIMATIONPHASE]]
[[Category:Scripting Commands ArmA|ANIMATIONPHASE]]
[[Category:Scripting Commands Armed Assault|ANIMATIONPHASE]]
[[Category:Command_Group:_System_Commands|{{uc:{{PAGENAME}}}}]]
[[Category:Command_Group:_System_Commands|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Take On Helicopters|{{uc:{{PAGENAME}}}}]]

Revision as of 17:51, 3 June 2020

Hover & click on the images for description

Description

Description:
Returns the phase of the given animation on the given object. Animation can be scripted (animate, animateSource, animateDoor) or engine driven. Animation names for an object could be found out with animationNames command. When animation is rotation, like with "MainTurret" for example, the output is in radians, to convert to degrees use deg command.
Multiplayer:
In OFP, on dedicated servers, animationPhase will always return 0, no matter what the actual phase is.
Groups:
Uncategorised

Syntax

Syntax:
object animationPhase animationName
Parameters:
object: Object - building eg
animationName: String - name of the animation. This is the class-name of the animation defined in the addon's config.cpp.
Return Value:
Number - range 0 (start point of the animation) to 1 (end point of the animation).

Examples

Example 1:
_building animate ["maindoor",1]; sleep 1; _p = _building animationPhase "maindoor"; returns 1 (if the animation speed is <= 2 seconds)
Example 2:
_flagPole animationPhase "flag";
Example 3:
_tank animationPhase "MainTurret";

Additional Information

See also:
animatemoveTimesetFaceAnimationanimateDoordoorPhaseanimateSourceanimationSourcePhaseanimationNames

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

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