animationPhase: Difference between revisions
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[[Category:Scripting Commands ArmA|ANIMATIONPHASE]] | [[Category:Scripting Commands ArmA|ANIMATIONPHASE]] | ||
[[Category:Command_Group:_System_Commands|{{uc:{{PAGENAME}}}}]] | [[Category:Command_Group:_System_Commands|{{uc:{{PAGENAME}}}}]] | ||
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]] |
Revision as of 15:41, 3 June 2009
Description
- Description:
- Return the phase of the given animation on the given object, which is set by the animate command.
- Multiplayer:
- In OFP, on dedicated servers, animationPhase will always return 0, no matter what the actual phase is.
- Groups:
- Uncategorised
Syntax
- Syntax:
- Number = 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 - Integer of range 0 (start point of the animation) to 1 (end point of the animation).
Examples
- Example 1:
_building animate ["maindoor",1] ~2 _p = _building animationPhase "maindoor"
returns 1 (if the animation speed is <= 2 seconds)
Additional Information
- See also:
- animate
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
- If animated object is not seen by the player or camera, animationPhase will only return zero.
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 OFP 1.96
- Scripting Commands ArmA
- Command Group: System Commands
- Scripting Commands ArmA2