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[[Category:Scripting Commands]]
{{Command|Comments=
[[Category:Scripting Commands OFP 1.97]]
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[[Category:Scripting Commands ArmA]]


back to [[Scripting_Reference#A|COMREF]]
| ofpr |Game name=


<h2 style="color:#000066">'''''object'' animationPhase ''animation'''''</h2>
|1.75|Game version=


|arg= global |Multiplayer Arguments=
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'''Operand types:'''
| 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:''' [[Object]]
| object '''animationPhase''' animationName |SYNTAX=


'''animation:''' [[String]]
|p1= object: [[Object]] - building eg |PARAMETER1=


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


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


'''Compatibility:'''
returns 1 (if the animation speed is <nowiki><=</nowiki> 2 seconds) |EXAMPLE1=


Added in version '''1.75'''
|x2= <code>_flagPole [[animationPhase]] "flag";</code> |EXAMPLE2=


'''Description:'''
|x3= <code>_tank [[animationPhase]] "MainTurret";</code> |EXAMPLE3=
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Return animation phase of '''animation''' on '''object'''.
| 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=


}}


'''Example:'''
<h3 style="display:none">Notes</h3>
<dl class="command_description">
</dl>


house '''animationPhase''' "doors1"
<h3 style="display:none">Bottom Section</h3>
 
[[Category:Scripting Commands|ANIMATIONPHASE]]
[[Category:Scripting Commands OFP 1.99|ANIMATIONPHASE]]
[[Category:Scripting Commands OFP 1.96|ANIMATIONPHASE]]
[[Category:Scripting Commands Armed Assault|ANIMATIONPHASE]]
[[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

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Notes

Bottom Section