animationPhase: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "<sqf>([^↵][^<]*↵[^<]*)<\/sqf>" to "<sqf> $1 </sqf>") |
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{{ | {{RV|type=command | ||
| | |game1= ofp | ||
|version1= 1.75 | |||
|1. | |game2= ofpe | ||
|version2= 1.00 | |||
| | |game3= arma1 | ||
|version3= 1.00 | |||
| | |game4= arma2 | ||
|version4= 1.00 | |||
| | |game5= arma2oa | ||
|version5= 1.50 | |||
| | |game6= tkoh | ||
|version6= 1.00 | |||
| | |game7= arma3 | ||
|version7= 0.50 | |||
| | |arg= global | ||
|gr1= Animations | |||
| [[animate]] | |descr= 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. | ||
}} | |mp= In {{ofp}}, on dedicated servers, ''animationPhase'' will always return 0, no matter what the actual phase is. | ||
|s1= object [[animationPhase]] animationName | |||
|p1= object: [[Object]] | |||
|p2= animationName: [[String]] - name of the animation. This is the class-name of the animation defined in the addon's config.cpp | |||
|r1= [[Number]] - range 0 (start point of the animation) to 1 (end point of the animation) | |||
< | |x1= <sqf> | ||
_building animate ["maindoor",1]; | |||
< | sleep 1; | ||
_p = _building animationPhase "maindoor";// Returns 1, if the animation speed is two seconds | |||
</sqf> | |||
< | |x2= <sqf>_flagPole animationPhase "flag";</sqf> | ||
</ | |||
< | |x3= <sqf>_tank animationPhase "MainTurret";</sqf> | ||
[[ | |seealso= [[animate]] [[moveTime]] [[setFaceAnimation]] [[animateDoor]] [[doorPhase]] [[animateSource]] [[animationSourcePhase]] [[animationNames]] | ||
[[ | }} | ||
[[ |
Latest revision as of 19:43, 3 September 2024
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 Operation Flashpoint, on dedicated servers, animationPhase will always return 0, no matter what the actual phase is.
- Groups:
- Animations
Syntax
- Syntax:
- object animationPhase animationName
- Parameters:
- object: Object
- 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:
- Example 2:
- _flagPole animationPhase "flag";
- Example 3:
- _tank animationPhase "MainTurret";
Additional Information
- See also:
- animate moveTime setFaceAnimation animateDoor doorPhase animateSource animationSourcePhase animationNames
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
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.75
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Animations