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<dt class="note">'''[[User:bdfy|bdfy]]'''</dt><dd class="note">Animated object have to be in sight of the player (or camera) for the animation to be actually performed. If the object is not seen, animationPhase will only return zero.</dd> | <dt class="note">'''[[User:bdfy|bdfy]]'''</dt><dd class="note">Animated object have to be in sight of the player (or camera) for the animation to be actually performed. If the object is not seen, animationPhase will only return zero.</dd> | ||
<dd class="notedate">Posted on Aug 2007</dd> | <dd class="notedate">Posted on Aug 2007</dd> | ||
<dt class="note">'''[[User:Mikero|Mikero]]'''</dt><dd class="note">Animations can be used on existing game models such as houses that have doors eg. The general syntax is house animate ["dvere1",1] to open the door and house animate ["dvere1",0] to close it. Whether used on Oem addons, or official ones, an internal working knowledge (via config.cpp) of the model's animated name(s) is required.</dd><!-- Note Section END --> | <dt class="note">'''[[User:Mikero|Mikero]]'''</dt><dd class="note">Animations can be used on existing game models such as houses that have doors eg. The general syntax is house animate ["dvere1",1] to open the door and house animate ["dvere1",0] to close it. Whether used on Oem addons, or official ones, an internal working knowledge (via config.cpp) of the model's animated name(s) is required.</dd> | ||
<dd class="notedate">Posted on 05 Dec 2008</dd> | |||
<dt class="note">'''[[User:Tyger|Tyger]]'''</dt><dd class="note">Also, to animate the object called "Bar Gate" in ArmA, use the following: <pre>myGate animate ["Bargate",1]</pre> to close it, and <pre>myGate animate ["Bargate", 0]</pre> to open it.</dd> | |||
<!-- Note Section END --> | |||
</dl> | </dl> | ||
Revision as of 07:23, 6 December 2008
Description
- Description:
- Process a linear animation on an object. Such animations are only used in user-made addons, they can be defined in the addon's config.cpp.
- Groups:
- Uncategorised
Syntax
- Syntax:
- Object animate ["animationName", phase]
- Parameters:
- object: Object
- animationName: String - name of the animation. This is the class-name of the animation defined in the addon's config.cpp.
- animationPhase: Integer - range 0 (start point of the animation) to 1 (end point of the animation). The speed, in which the animation is processed, is defined in the addon's config.cpp and cannot be changed during running missions.
- Return Value:
- Nothing
Examples
- Example 1:
_building animate ["maindoor", 1]
Additional Information
- See also:
- animationPhase
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
- Posted on January 20, 2007
- bdfy
- Animated object have to be in sight of the player (or camera) for the animation to be actually performed. If the object is not seen, animationPhase will only return zero.
- Posted on Aug 2007
- Mikero
- Animations can be used on existing game models such as houses that have doors eg. The general syntax is house animate ["dvere1",1] to open the door and house animate ["dvere1",0] to close it. Whether used on Oem addons, or official ones, an internal working knowledge (via config.cpp) of the model's animated name(s) is required.
- Posted on 05 Dec 2008
- Tyger
- Also, to animate the object called "Bar Gate" in ArmA, use the following:
myGate animate ["Bargate",1]
to close it, andmyGate animate ["Bargate", 0]
to open it.
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint: Resistance version 1.75
- Operation Flashpoint: Resistance: New Scripting Commands
- Operation Flashpoint: Resistance: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Global Effect
- Scripting Commands OFP 1.96
- Scripting Commands ArmA
- Command Group: System Commands