From Bohemia Interactive Community
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Description
- Description:
- Activates object animations by source. If animate uses class name from CfgModels Animations, animateSource uses name defined by source property. This allows to use just one command on a bunch of animations related to the same source simultaneously.
A class with the same source name should also be present in main config in CfgVehicles AnimationSources and have to be bound to the "user" controller for the command to work. If in order to animate door in example below using animate command it would require 2 calls:
house animate ["Door_1_rot", 1];
house animate ["Door_Handle_1_rot_1", 1];
With animateSource this would require only 1 (provided everything is configured correctly):
house animateSource ["Door_1_source", 1];
// model.cfg
....
class Animations
{
class Door_1_rot
{
type = rotation;
source = Door_1_source;
selection = Door_1;
axis = Door_1_axis;
memory = 1;
minValue = 0.1;
maxValue = 1;
angle0 = 0;
angle1 = (rad 110);
};
class Door_Handle_1_rot
{
type = rotation;
source = Door_1_source;
selection = Door_Handle_1;
axis = Door_Handle_1_axis;
memory = 1;
minValue = 0;
maxValue = 0.1;
angle0 = 0;
angle1 = (rad -50);
};
};
...
// config.cpp
...
class AnimationSources
{
class Door_1_source
{
source = "user";
animPeriod = 2;
initPhase = 0;
};
};
...
It is recommended that
animateSource command is used instead of
animate whenever is possible, as it is more efficient and optimised for MP
⚠
Mixing
animateSource command with
animate command in the same script may produce some undefined behaviour
- Groups:
- Uncategorised
Syntax
- Syntax:
- object animateSource [source, phase, now]
- Parameters:
- object: Object
- [source, phase, now]: Array
- source: String - common source
- phase: Number - wanted animation phase
- now: Boolean - when true animation is instant
- Return Value:
- Nothing
Examples
- Example 1:
house animateSource ["Door_1_source", 1, true];
Additional Information
- See also:
- animationSourcePhaseanimateDooranimatesetFaceAnimation
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here!
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Notes
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